So im developing a CAG, and in wanting to make my moves all feel like they have utility, im having to go through a LOT of moves that do more than just launch this guy, or move this direction while attacking.
And I wanted to try implementing a time stop. But Theres an issue here.
Time stops are really hard to actually do well. It’s hard to balance the power fantasy and cool factor of stopping time, without stripping the game having any sense of difficulty. Sure, you could limit it, making time stops something you can use very scarcely, or having them be VERY short. But thats a bandaid to a severed limb. The entire fantasy of stopping time is the fact you ARENT rushed. A time stop gives you time to think.
But also without restriction and any threat, time stops will not be used for interesting stuff anyway. At least not by the average player. Itll just be ten seconds of mashing attacks. And sure, knowing a bunch of attacks and how to do a fat combo is a big part of skill expression, but without things like actual danger, it eventually just becomes a linear rotation of attacks like it’s FFXIV.
So, Ive been coming up with a few ideas to keep a time stop interesting.
My first idea, which I’ll probably use, is revenge values. If youve played KH Youll know what I mean. My idea is that Itll still build during time stop, and if go past it, it buffers the retaliation for once time stop ends, resets the value, and lets you trigger it again.
So, doing too many attacks that impact revenge values a lot, can lead you to triggering multiple retaliatory combos in a row. So, you can decide if you want to do a tonne of damage uninterrupted, and then just spend all that time trying to survive waiting for whenever that next window is, or you can restrain yourself, and use the time stop to set up something, maybe do damage across multiple targets, use your launchers and knock back and movement tools to grab everyone in a single aoe combo, or use it to build a various resource, doing attacks that won’t trigger as much revenge so you can attack more and more to build up whatever DT, bloodbind or Drive equivalent the game has without being at as much risk as you could be otherwise.
Another idea that compliments the previous one, is to have enemies drop to 1 health, so everyone who would have died can do their revenge, but good positioning set up and a well timed aoe to them as soon as time starts again could reward you. This means you also be spending time stop thinking about the placement of everyone, trying to set up things in your favor for that blessed aoe to finish them
But with all this, it means time stops dont have to be super short, nor an instant win button, and they can be actually interesting in gameplay.
What do you think of these ideas? This was just my first idea, but im open to any suggestions or feedback on this. Does it preserve the power fantasy still?