Okay so I have been doing some heavy work with jutsus lately on Origins.The games only two weeks old and is from scratch before anythings said.
So far I have it down to, each element beats their weaker opposite, like water>fire etc, unless the opponent has a lot more intelligence and elemental power.
For handheld jutsus that clash I am playing with two ideas, having the damage based on intelligence and elemental power is in for both, but when clashing I was wondering, would it be more entertaining for the player to hit an arrow combo that came up to exert x amount of chakra into the jutsu to increase the power or have the user just spam a macro like x 5 times to put more chakra in.
Also with each chakra exertion thats successful it would make a wind push back that would push anyone apart from the opposing two ninjas x steps away.
I was thinking to add a participation damage to so even if you win, you take a little bit of damage from fatigue of using the move and losing so much chakra in such a short amount of time.
Whats your ideas on this? and if you have your own idea please suggest it.
Apr 7 2012, 8:39 am