Thursday, April 26, 2012

BY GOLLY I'VE GOT IT!!! (submissions)

This is a perfect way they could do the ground game. L stick would be the fighters lower body movements and R stick would be the fighters upperbody movements. L trigger would be the squeezing or holding of the legs such as locking the guard and triangles. R trigger would be the squeezing or holding of the arms such as trapping arms and chokes. Heres a few examples of how it would work.
Armbar - Your opponent is in your guard and his arms are on your chest. To trap one you need to push the R stick to the left for your left arm or right for your right arm. Then hold R trigger to grab with that arm. Lets say you pushed the R stick to the right and then held the R trigger. This means your right arm is now trapping his left. Holding drains alot of stamina so you cant hold on for long so your next move needs to be almost immediate. You then would push the L stick (lower body movement) to the right to move his hips to the right. Then qrt circle to the right and up (3' to 12') to swing the leg around the head. Once the leg gets over the head you then have to hold the L trigger (while still holding the R trigger) to make your legs and arms squeeze and extend for the armbar.
Triangle choke - Your opponent is in your guard but this time postured up. When your opponent is postured up you cant trap his arm like the armbar but you CAN gain wrist control. To do this you would do the same as above. Push the R stick to the left for your left arm or right for your right arm. Then hold R trigger to grab with that arm. Lets say you pushed the R stick to the right and then held the R trigger. This means your right arm is now holding his left wrist. Again, holding drains alot of stamina so you cant hold on for long so your next move needs to be almost immediate. You then need to push his arm towards your crotch. You do this by pushing the R stick towards your opponent. You then would qrt circle the L stick 3' to 12' to bring your R leg up and over his left shoulder. You then must let go of the R trigger to let go of his wrist. You then push towards your opponent with the R stick to reach for his head. Then squeeze the R trigger again to grab it. You then must qrt circle the L stick 9' to 12' to lock the left leg over the right. Then squeeze the L trigger to tighten the choke.
Guillotine - Your opponent is in your guard. You close the guard by squeezing the L trigger. Then you push the L stick to the left or right to move in that direction (upper body movement like FN). Lets say you pushed it to the left. Your fighter would lean upward towards your opponents R shoulder. You then would qrt circle the R stick 3' to 6' to wrap his R arm around the neck. Then qrt circle the R stick 9' to 6' to make his L arm grab the right. Then squeeze the R trigger to lock in the choke.
So basically pushing the sticks left or right would tell the CPU what arm or leg you want to move. The qrt circles would tell the CPU how. The triggers are basically used to momentarily hold your current position while advancing thru each stage of the sub. Almost like check points in a race. Your opponent will have to use the same mechanics in transitioning out. If you manage to make it to the final stage of the sub your opponent has a few seconds to escape. If he doesnt escape in time he taps. Escaping subs can be done by forcing the player to press a sequence of buttons that would show up on the screen or maybe a sequence of stick movements like getting up from knockdowns in FNR4. The size of the escape window should be determined by the difference in both fighters stamina at the time of the sub, strength and sub stats.
Thoughts?
EDIT: It sounds hard bcuz my description is in depth but its really not. In summary they would go like this:
Armbar - tap R stick, squeeze R trigger, tap L stick, qrt circle L stick, squeeze L trigger
Triangle - tap R stick, squeeze R trigger, tap L stick, qrt circle L stick, tap L stick, qrt L circle, squeeze L trigger
Guillotine - squeeze L trigger, tap R stick, qrt circle R stick, tap R stick, qrt circle R stick, squeeze R trigger|||That actually sounds really clever, I like it alot. I think casual players would be intimidated at first but it would definetely grow on people. I REALLY like the idea of squeezing the left trigger = controlling the legs, squeezing right trigger = controlling arms. That seems really intuitive to me - and like you said you could use a variety of stick motions to signal different moves. The more I think about this the more I like it - because it actually involves knowledge and skill! :)
The one thing I would suggest is that because it does seem pretty complex, you should have a very in-depth training mode which allows you to work on individual ground positions and movements as much as you like and really guide you through your movements and options. Then, while playing the game for real, there should be an option in the settings menu to display prompts. Say for example someone is in your guard. On the screen it could display a suggestions based on your current position. e.g. "armbar possible" (but better worded than that. lol) to let less knowledgable players have an idea of what they can use here. You could maybe have a slider and when you crank it down novice it actually displays the motions of the stick you need to make on screen as a prompt as well as the name of a possible move.
I think this would give new players a much better chance to get uses to the game and not be put off by the in-depth realistic controls :)|||great idea.... i dont think it will be implemented though, purly cause people would be a scarded of it.|||


This is a perfect way they could do the ground game. L stick would be the fighters lower body movements and R stick would be the fighters upperbody movements. L trigger would be the squeezing or holding of the legs such as locking the guard and triangles. R trigger would be the squeezing or holding of the arms such as trapping arms and chokes. Heres a few examples of how it would work.
Armbar - Your opponent is in your guard and his arms are on your chest. To trap one you need to push the R stick to the left for your left arm or right for your right arm. Then hold R trigger to grab with that arm. Lets say you pushed the R stick to the right and then held the R trigger. This means your right arm is now trapping his left. Holding drains alot of stamina so you cant hold on for long so your next move needs to be almost immediate. You then would push the L stick (lower body movement) to the right to move his hips to the right. Then qrt circle to the right and up (3' to 12') to swing the leg around the head. Once the leg gets over the head you then have to hold the L trigger (while still holding the R trigger) to make your legs and arms squeeze and extend for the armbar.
Triangle choke - Your opponent is in your guard but this time postured up. When your opponent is postured up you cant trap his arm like the armbar but you CAN gain wrist control. To do this you would do the same as above. Push the R stick to the left for your left arm or right for your right arm. Then hold R trigger to grab with that arm. Lets say you pushed the R stick to the right and then held the R trigger. This means your right arm is now holding his left wrist. Again, holding drains alot of stamina so you cant hold on for long so your next move needs to be almost immediate. You then need to push his arm towards your crotch. You do this by pushing the R stick towards your opponent. You then would qrt circle the L stick 3' to 12' to bring your R leg up and over his left shoulder. You then must let go of the R trigger to let go of his wrist. You then push towards your opponent with the R stick to reach for his head. Then squeeze the R trigger again to grab it. You then must qrt circle the L stick 9' to 12' to lock the left leg over the right. Then squeeze the L trigger to tighten the choke.
Guillotine - Your opponent is in your guard. You close the guard by squeezing the L trigger. Then you push the L stick to the left or right to move in that direction (upper body movement like FN). Lets say you pushed it to the left. Your fighter would lean upward towards your opponents R shoulder. You then would qrt circle the R stick 3' to 6' to wrap his R arm around the neck. Then qrt circle the R stick 9' to 6' to make his L arm grab the right. Then squeeze the R trigger to lock in the choke.
So basically pushing the sticks left or right would tell the CPU what arm or leg you want to move. The qrt circles would tell the CPU how. The triggers are basically used to momentarily hold your current position while advancing thru each stage of the sub. Almost like check points in a race. Your opponent will have to use the same mechanics in transitioning out. If you manage to make it to the final stage of the sub your opponent has a few seconds to escape. If he doesnt escape in time he taps. Escaping subs can be done by forcing the player to press a sequence of buttons that would show up on the screen or maybe a sequence of stick movements like getting up from knockdowns in FNR4. The size of the escape window should be determined by the difference in both fighters stamina at the time of the sub, strength and sub stats.
Thoughts?

wow you should have been on the devs team :)|||


That actually sounds really clever, I like it alot. I think casual players would be intimidated at first but it would definetely grow on people. I REALLY like the idea of squeezing the left trigger = controlling the legs, squeezing right trigger = controlling arms. That seems really intuitive to me - and like you said you could use a variety of stick motions to signal different moves. The more I think about this the more I like it - because it actually involves knowledge and skill! :)

Thanks and yes that was my aim. To force ppl to actually have skill to pull off or get out of subs. I hated that in Undisputed you could just initiate a sub by clicking in the RS and there was nothing mechanic wise that enabled you to block it. Subs need to be more challenging to pull off. Clicking the RS in and using 115 sub O stats to pull of subs is rediculous and takes no skill at all.
My idea sounds difficult but its really not if you spends some time to think about it. Its similar to punching in FN and also similar to transitioning in Undisputed but instead of 1 stick movement being your transition you will need both sticks to transition. L stick to move your legs and R stick to move your arms. You simply tap left or right on the specific stick to signal what limb you want to move then follow up that tap with a hold in a direction or a qrt circle up or down.
Say for instance you are on your back and have half guard on their left leg. You would tap the R stick left to signal the left arm then then hold to the left to put your left arm on his right knee then tap the L stick to the left to signal the left leg then make a qrt circle 9' to 12' to bring your left leg out and around into full guard.
This works the same for the guy on the top. He would tap right on the R stick to signal his right arm then hold right to put it on your left knee. Then tap right on the L stick to signal his right leg then qrt circle right and up to bring his right leg up and over your knee putting him in mount. So basically its tap and hold the R stick and tap and qrt circle the L stick to make the transition.|||


This is a perfect way they could do the ground game. L stick would be the fighters lower body movements and R stick would be the fighters upperbody movements. L trigger would be the squeezing or holding of the legs such as locking the guard and triangles. R trigger would be the squeezing or holding of the arms such as trapping arms and chokes. Heres a few examples of how it would work.
Armbar - Your opponent is in your guard and his arms are on your chest. To trap one you need to push the R stick to the left for your left arm or right for your right arm. Then hold R trigger to grab with that arm. Lets say you pushed the R stick to the right and then held the R trigger. This means your right arm is now trapping his left. Holding drains alot of stamina so you cant hold on for long so your next move needs to be almost immediate. You then would push the L stick (lower body movement) to the right to move his hips to the right. Then qrt circle to the right and up (3' to 12') to swing the leg around the head. Once the leg gets over the head you then have to hold the L trigger (while still holding the R trigger) to make your legs and arms squeeze and extend for the armbar.
Triangle choke - Your opponent is in your guard but this time postured up. When your opponent is postured up you cant trap his arm like the armbar but you CAN gain wrist control. To do this you would do the same as above. Push the R stick to the left for your left arm or right for your right arm. Then hold R trigger to grab with that arm. Lets say you pushed the R stick to the right and then held the R trigger. This means your right arm is now holding his left wrist. Again, holding drains alot of stamina so you cant hold on for long so your next move needs to be almost immediate. You then need to push his arm towards your crotch. You do this by pushing the R stick towards your opponent. You then would qrt circle the L stick 3' to 12' to bring your R leg up and over his left shoulder. You then must let go of the R trigger to let go of his wrist. You then push towards your opponent with the R stick to reach for his head. Then squeeze the R trigger again to grab it. You then must qrt circle the L stick 9' to 12' to lock the left leg over the right. Then squeeze the L trigger to tighten the choke.
Guillotine - Your opponent is in your guard. You close the guard by squeezing the L trigger. Then you push the L stick to the left or right to move in that direction (upper body movement like FN). Lets say you pushed it to the left. Your fighter would lean upward towards your opponents R shoulder. You then would qrt circle the R stick 3' to 6' to wrap his R arm around the neck. Then qrt circle the R stick 9' to 6' to make his L arm grab the right. Then squeeze the R trigger to lock in the choke.
So basically pushing the sticks left or right would tell the CPU what arm or leg you want to move. The qrt circles would tell the CPU how. The triggers are basically used to momentarily hold your current position while advancing thru each stage of the sub. Almost like check points in a race. Your opponent will have to use the same mechanics in transitioning out. If you manage to make it to the final stage of the sub your opponent has a few seconds to escape. If he doesnt escape in time he taps. Escaping subs can be done by forcing the player to press a sequence of buttons that would show up on the screen or maybe a sequence of stick movements like getting up from knockdowns in FNR4. The size of the escape window should be determined by the difference in both fighters stamina at the time of the sub, strength and sub stats.
Thoughts?

that sounds really gud man smart thinkin
unfortunately id doubt ea will put it in because some people might not understand it :)|||wow lol I HAVE BEEN SAYING THAT FOR EVER!!! but i mean no one really understood me but u said it in the simpler way.. so they understood u..|||Yeah i've come across a few ppl in here already who want the game 2 be simple and fun so if they get there way we will probably be doing the R3 thing again lol.. i sincerely hope not though..
Your Idea for subs is very good and along the right lines to what we need and hope we get in the final product.|||


Yeah i've come across a few ppl in here already who want the game 2 be simple and fun so if they get there way we will probably be doing the R3 thing again lol.. i sincerely hope not though..
Your Idea for subs is very good and along the right lines to what we need and hope we get in the final product.

Poke do u got 360? or PSN?|||i think itll be like that but less intricate
a bit like fifas dribbling skills perhaps|||Its very detailed and it would be gr8 for hardcore players. The only problem is that you would need some serious focus to play it. It would be hard to play: late at night, surrounded by friends, who won't shut the hell up and let you think, ppl with clammy hands and tend to have their controller slip, people who have hand-dexterity issues, etc. I could go on, but i personally love the idea since BJJ is awsome and thats the most accurate way you could display it. If only they were happy enough selling to the hardcore, and less for the casuals, but everyone's out to make a buck.|||I posted something similar to this a while back...just without independant controls for upper and lower body|||As long as it doesn't involve spinning or button mashing. I don't think either my controllers or my hands could take it anymore :) I was sick at shining once my hand calloused up, but after I stopped playing, it was right back to square one, apart from I was left with a very unresponsive controller the second time round.|||yeah that is alitle to technical to actually get many ppl to enjoy or even want to di it. they should make it tougher but not that damn techniical. In the trailer it looked like that is not the case & in when King Mo & Myahem Miller were plying they were mashing..so there not doing anything different.
I really didnt mind button mashing realy b/c many ppl waited to ur stamina was gone & thats just the penality for gassing. However I did hate how easy it was to attempt it, add a block butten then its fixed|||wow, i've read a lot of different ideas and i actually like this one a lot.
i don't even have my own ideas, i feel that the UFC Undisputed ground game play was DECENT, i think with a few tweaks here and there, it could potentially be GOOD. i'm always trying to think of ways i would implement a ground system but can't seem to think of any solid ones yet.
but yeah, as people have mentioned already, this may be too "complicated" for the casual fan....and while this title seems to be geared more towards the hardcore fans, i'm sure they do not want to turn away the casual fans because there is quite a large number of them.
i personally would be stoked if they used your idea or even something similar, maybe something more simplified so we get a good balance for the casual and hardcore fans.
dana white always talked about how the Undisputed ground game would "teach" the casual fans about the ground game, i don't really feel that was accomplished, i think a system like this would.
i think this would make for some incredible game play. it would be like in real life, there's going to be players that are amazing in the stand up (especially all the players coming from FNR), but didn't take the time to master the ground game...so once the fight hits the floor w/ a good grappler, they're gonna get worked haha.
so you're forced to either learn both aspects (stand up and ground) to be a well rounded fighter/player....or if you're a striker, you'd have to simply master your takedown defense and counter-wrestling. if you're a grappler, you'd have to master takedowns and getting the fight to the ground at all costs....again, just like in real life.
kudos k1lla_bee, two thumbs up from me.

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