Like I said it's a good Idea but it would likely not be as dynamic as you are suggesting. Also what skill should allow you to alter the jutsu this way? How much training should be required to tweak these values? It open up a large can of worms when you get in to altering jutsu stats. What your suggesting is several different stat values you can chose from if every jutsu planed had 3 different variations on stats that's 375 stat values that need to be programmed!! Then the clash and collaboration system is 3 times as complicated as well!! As an expansion in the future I would be extremely excited to see this kind of detail!! But let's get a playable game first!! Then tweek what we have!!
when you learn a jutsu you start with some random value, 1 or 5 or 10, idk its not up to me to decide
who mentioned any training? every time you use the jutsu successfully, you gain a point.
USING THE JUTSU IS TRAINING IT - which perfectly explains why you have more control over the jutsu's attributes.
"A point system also allows for a measurable way to calculate how much better someone gets at a jutsu. We know that every time a jutsu is used in combat you get better at it. Spamming fireballs into a wall won't improve it but using it against someone else will.
With this system, every time a jutsu makes contact/affects an opponent, you could gain one 'point' to distribute amongst its attributes."
And I beg to differ. It will be
very dynamic. Take a
single fireball jutsu, you can turn it into a laser like beam of concentrated power or a wide, high wall that sweeps out several opponents or a medium size ball that uses all of your chakra but at the benefit of very high damage.
.
If you're fighting an opponent who keeps dodging to the left, use a fireball jutsu with high width. If you're fighting an opponent who keeps jumping, use a fireball jutsu with high height. If you're much better at aiming at everyone else, you could use the laser.
Honestly, the only limit to the jutsu is the user, I've named 5 completely different applications of one, very basic jutsu.
How do you think the jutsu are coded? The fireball jutsu has a damage component. Obviously. The game is 3D, it obviously has a width, height and length. The jutsu consumes chakra, what's new about that? Chakra efficeincy.
And there you get the 5 'attributes' for fireball.
Width, height, length, damage per second, chakra per second
What's new or complicated about any of those? They already exist in the code for fireball.
And you can easily deduce what values would exist for other jutsu, you're a smart guy.
Fireball already has numbers for its dimensions, its damage and its chakra consumption. Instead of all of those increasing as we get better at it, why doesn't the user get to prioritise how they want it to improve?
Follow @SLO_MMORPG