Hey, so something a bit different this time. I've been playing around with body mods and optimizing the tori for particular metas (striking, kicking, etc.). To this end, I've messed with densities, point distributions, individual dismemberment thresholds for specific joints (i.e. 500 for the wrists and 345 for the abs) and some selective ranges.
I'm still trying to figure out how exactly I should fine tune this to make it work better, but I figure it'd be best to release some WIPs so I can get feedback.
Shoutouts to both Odlov for inspiring me to start messing with densities, ranges, etc. and to Scourge for helping me out with testing and giving me pointers on how to tune the kicking mod.
Just a few things about both:
I built everything in this mod around functionality inside the ring. I didn't go for realism, so this probably won't play very realistically. What you will notice, however, is:
- Arms are somewhat thicker to help with blocking and removing gaps in the contracted state of the arm that the enemy could slip a hand through
- The groin and stomach are slightly larger, for targeting purposes
- Elbows/knees don't contract quite as far (just to help with blocking and making sure players get the angles right more often)
- Points are evenly balanced between the top and bottom half of the tori. The two best places to hit are the head and the groin/butt.
- Very few points are given on high-traffic body parts (arms, legs) to ensure points are only gained through a conscious effort to get them - blocks don't screw you over anymore and accidentally kicking your opponent in the shin doesn't give you an insane amount of points
- Densities are currently built so that you are able to build up a lot of momentum through your arms and legs. Hands and feet weigh more and as a result players who can manage a fluid style are often more rewarded momentum-wise than pencil-players. Bit of personal style+I thought it fit.
This one is a lot more experimental and uncertain than the striking one. Although I'm quite taken with the kicking meta, I'm not really much of a kicking player, so I'm not able to discern exactly what should and shouldn't be done. Through working with someone who IS a kicking player (Scourge) I've developed a sort of kicking-heavy dm centric mod that should resemble a kicking mod. No guarantees. You'll notice that:
- I've focused heavily on compensating for high-traffic areas on the tori. Two areas in particular are the legs and the wrists(arms).
* I've decreased (by a lot) the amount of points that a strike to the leg gives you/your opponent. I've done this to ensure that the majority of the points you/your opponent receive are due to substantial, conscious strikes, and that if you use your legs to strike you are never in danger of somehow giving your opponent more points than you get when you kick them.
* I've messed with the joint-specific dismemberment thresholds on the arms and legs. Currently they stand at ankle(210) > wrist(190)> hip(165) > shoulder(152)> knee(155) > elbow (147)> rest of the tori(140) This mostly gets rid of "random" or "bs" dismemberments in areas that regularly take a beating throughout the match (Note: In testing, it was noticed that setting the dm threshold of hips/shoulders lower than the knees/elbows often caused strikes that connect lower on the legs/arms to dismember the hips/shoulders. I've set the dm threshold on the knees/elbows a bit lower than the hips/shoulders in order to keep one from losing an entire limb at the root when they get kicked really hard in the shin)
- Legs are now much more versatile and suited to striking than arms are
* Legs are very slightly longer than default to give a bit of extra reach and offensive power
* The point distribution has been altered so that legs give less points than arms, making arms riskier to attack with
* Joint strengths and velocities have been slightly raised/lower on the legs/arms respectively
* Densities have been altered so that legs and arms are slightly lighter, but legs are more suited to building momentum with
- Other changes:
* Major points overhaul, consists of lower points on high traffic areas and simple gradients from the torso up
* Introduction of a(n experimental) cage to contain the match and force encounters over the entirety of the match.
* Help I can't remember what my own mod consists of
* No dq
* Medium-low gravity (-15.68 )
* Slightly longer turnframes (13)
For the most part, the changes seem to reward a style of thought out, strong, well placed kicks much more than spamming with your legs. Not to mention, I removed the tk gods from the equation. No more sacrificing virgins before a match to try to keep your wrists from breaking.
I figured attempting a grappling mod would be useless, since Odlov's grappling mods are bloody fucking brilliant.
Last edited by pouffy; Mar 4, 2016 at 02:46 AM.