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The minimum battle time concept

Just picture it, a tiny girl around five feet vs a heavy amazon. The first hit stuns the girl, and the next punch hits her belly and she collapse in pains. If her health is still above zero, a socker kick or a Traumatizer will send her below zero, which equals defeat.

While this scenario is realistic, it's not optimal for this sites social battle system. You want the battle to be longer to have a decent chance of that one of the fighters learn a move from the other. And it might be disappointing for new fighters to get defeated that fast.

One sollution to the "problem" is to make an artificial difference cap. But this is Traumatizer.nu, where a majority of the members and the developer as well like mismatches. A more Traumatizing sollution is a minimum match duration. If one fighter's health drop below zero before the minimum point, the match will stay active until the point.

A player with health below zero is very likely to get dominated. Several moves like the bellypunch trigger severe debuff effects like "winded" and "collapse" if the receiver's HP is low enough.

Christian Hedlund


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