Time-Based Attacks - Combat Focused Idea

Type of Inspiration

Mechanic  

Inspiration drawn from

Thought as I was falling asleep, thinking about Pyre, with characters taking a long time to move sometimes, and getting sweating palms as I see a fast-moving character going for the goal and me moving like pond water with a powerful defense, but will I make it in time?  

Description

Movement, attacks, defenses, and special skills could all have a time component attached, with some actions strength be based on how fast they can accomplish something.   This would allow an asymmetry of action and reaction that would probably be more compelling than pure TBT, and certainly be more conducive for emergenct gameplay.   Could include temporarily banishing Fallen from the battle, which would be great against multiple attackers  

Example:

Fallen initiates "Woeful Accusation", a 3-second attack animation of dark whisper swirling around the Hope strand of the nephesh.   The player has three relevant choices,   1) Use a weak 2-second interrupt, "Word of Encouragement" to weaken the effectiveness of the Fallen's attack before its completion timer finishes. 2) Allow the Fallen's attack to execute, while charging up a massive 5-second banishment action to attempt to eject the Fallen from the battle for a 15 second time frame. 3) Gamble that the attack will not sever the branch entirely, and use a medium strength defense with a 3-second animation time to restore a greater amount of hope than the Fallen is destroying,  

Problem this is trying to solve

Pairing meaningful choices with intensity and immediacy. Can we have Pyre-like heart-racing action, with a crips simplicity of movement but criticality of choice?

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