Currently, fighters who deal a lot of damage (like Goku SSJ5) fill their SP gauge faster than weaker fighters (like Saibaman).
After playing for a while, I think that’s completely unjustified : it makes the strong fighters way too overpowered, even though they already are because of the stupid power level numbers.

So I’m thinking of making the SP gauge fill at the same rate for every fighter.
Something like:

  • 1 hit = 1 point
  • 1 dash = 2 points
  • 1 ki attack = 1 point
  • 1 ki wave = 2 points

The numbers need testing, but you get the idea.

What do you think about that?

I think it's a great idea, I think it would make the game more fun!

estoy totalmente de acuerdo, ésta nivelacion hará que los combates sean mucho más entretenidos, yendo más al lado de la habilidad del jugador y no del poder de personaje.
Ahora una cuestión: Si inyectó más energía al Ki Wave ¿Conseguiré más puntos?

Fredmui wrote:

Si inyectó más energía al Ki Wave ¿Conseguiré más puntos?

Very good question. I tried it, and I ended up with the same problem as before: fighters with fast KI or fill Ki powers fill their SP gauge way too quickly. So I went with the simplest solution possible instead:

Any damage fills the SP gauge by 5 points (this value can be adjusted), meaning every fighter needs to land 10 hits to get a special. I also disabled the small bonus that hurt fighters used to get for filling their SP.

It’s simple and I like it 😁

It is playable in the beta and needs testing.

I've tested this, and personally, I'm not a fan.

The issue with everything filling the exact same amount of the gauge is that it really encourages otherwise useless strategies, and discourages core mechanics. Once your opponent goes down, why ever both firing a fully-charged energy beam? Instead, just spam a bunch of tiny energy bullets that do barely any damage, and it'll build up your special meter extremely quickly, letting you launch an attack afterwards.

If you want all of the characters to gain special meter at the same rate, but still be based off of how much damage you do, you could probably do some calculations using their actual stats. Like, find out how much damage one character does relative to their opponent, and apply that to the value of the special meter being gained. Or, each time damage is dealt, have a separate background calculation that applies damage as if both fighters had the exact same stats, and use the output of that to fill the special meter.

I think it would function best the way it used to, with more damaging attacks filling up the special meter more (more charged energy beam = more special meter gained), but still fill at the same rate for characters with 10 strength/speed/spirit or 1 strength/speed/spirit.

Thanks, Cairns, for taking the time to test it and write such a constructive criticism 😉

why ever both firing a fully-charged energy beam?

The purpose of the game is to beat the opponent, not to fill the SP gauge, so that isn’t really a problem for me. But I do see your point.

you could probably do some calculations using their actual stats

If by “stats” you mean power level (force, speed, energy), that’s exactly what I was using before, and what I want to avoid. You don’t want Omega Shenron to fill his SP gauge with just ten punches while a Saibaman needs twenty to do the same.

As for ki attacks, I could base SP gain on the amount of ki used. That would require a bigger code change, though, since fireballs currently only have a power value that’s derived from the ki amount and stats (the thing I want to avoid).
So I’d need to pass the raw ki value into the fireball…
or maybe go even simpler: one full bar of ki = one SP “point” (by “one,” I mean a value).

For example:

  • punch = 1 point
  • dash = 2 points
  • ki attack = 1 point x round(ki / 100) → 1–5 points per blast
  • ki wave = 2 points x round(ki / 100) → 2–10 points per blast

Then we can playtest to decide if one point should equal 1, 2, or more.
Is that better?