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Boost Player Run Speed After Defeating Mobs


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In Pokemon, there's an ability "Moxie" where a Pokemon gains attack after defeating another Pokemon.

 

What if in PSU, as an alternative to "travel PAs", you gained a temporary speed boost after defeating a mob of enemies?

     It could show up like a buff, but be a green, orange, or violet arrow instead.

You could partner this with travel PAs removing the speed buff from the player, so classes without travel PAs could still keep up.

     The temporary buff could be added to the player at mission start if needed, especially if they're joining mid-mission.

 

Edit @ RedKing's request:

     If 2 seconds pass after receiving the buff, attacking ends it. This way, the player wouldn't end it accidently immediately after getting it.

Edited by Keystone
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I think to slightly change up the idea - and to simplify the potential for such a buff:
Make it so that any attack 2 seconds after the buff is applied, PA or normal would cancel the buff - if you use an attack, you're either in your next fight already and don't need it, are getting items - which is a choice, or you've made a big mistake and just take the penalty.

Making it so attacks cancel the buff 2 seconds after the kill would prevent accidentally removing the buff by hitting attack and not realising the enemy was dying already.

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I don't know, that's why I said "find exploits". It's what people do. We don't need speed increases, this game isn't PSO2. It's got a slower combat style and honestly that's fine. Is there downtime/backtracking? Yah, but it's not a big deal.

Edited by Hatsodoom
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8 hours ago, Hatsodoom said:

We don't need speed increases, this game isn't PSO2.

I played that game very, very briefly when everything was in Japanese, so I'm not too familiar with it.

Does it stink?

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  • 2 months later...
On 3/5/2021 at 3:20 PM, Hatsodoom said:

I don't know, that's why I said "find exploits". It's what people do. We don't need speed increases, this game isn't PSO2. It's got a slower combat style and honestly that's fine. Is there downtime/backtracking? Yah, but it's not a big deal.

I think it would be better to increase the movement speed of everything instead of what the OP suggested to be honest.

So that enemies can still catch up to you and hurt you (Or they could even increase the speed of enemies attacks slightly too if them not being able to hit you is still an issue). The OP's suggestion leads to the possibility the buff doesn't end before running into a new set of enemies.

Either way it's an exaggeration to say a movement speed increase would completely change the game. It wouldn't make it like pso2, because there's much bigger changes over simple movement speed increases in pso2. (Actually if you were to not use the new movement options for pso2, it's just as annoying to traverse maps in pso2).

It doesn't have to be a huge change in speed, just enough to make traversing the maps not so inconvenient. The movement speed in PSU is about the same in the original PSO, but PSO has enemies placed everywhere, which makes the maps not seem as bad to traverse, instead of finding a group of them far apart in large rooms in the map. If PSU's classes didn't level the way they do, it wouldn't even be an issue, because then you could just kill the first few enemies then leave the map.

But because of how they level, its more than just a minor inconvenience. The game is fun, but walking through the maps gets pretty tiring after doing it hundreds of times, especially on the bigger maps.

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