HydroMan
Verified Member
I have thought of a reworked shielding (aka. "Surge") concept, and being a replacement of my horrible tweaked surge animation
Streamable Surge:
Shifting on a waterblock(s) (without left clicking after, during and before this process) and dragging it away from its watersource, will make a slinky curve shaped tubed without separating it from its original source. For example, like this canon scene (I know there are more of these but I can't find them, but I cant seem to find them):
With waterbottles ,instead, this would be tied to my SurgeWithDrag though out mechanic and tweaked to work only with them.
Regular Surge:
Instead of the usual act of a waterbender poofing surge out of thing air like magicians, let's make the ball thingy come out from the water realisticly. The Shape and Feature's of the current Surge will still retain in this technique, except that it would now require the user to drag it from its source. They will do it by left clicking the bendable source block than hold shift to drag the wall out from the water, where the bender is facing.
Note, that the current surge will have to be removed and tweaked into this one instead.
Cons (share your thoughts what cons would this dynamic of surge would have):
Streamable Surge:
Shifting on a waterblock(s) (without left clicking after, during and before this process) and dragging it away from its watersource, will make a slinky curve shaped tubed without separating it from its original source. For example, like this canon scene (I know there are more of these but I can't find them, but I cant seem to find them):
With waterbottles ,instead, this would be tied to my SurgeWithDrag though out mechanic and tweaked to work only with them.
Bottles
- Holding shift will shape it to the waterbenders will with the use of moving a cursor; left click to stop it and make the whole construct moveable (left clicking twice will freeze it).
- The Current Mechanic of surge could even be depose from the plugin, since I think that would be better.
Regular Surge:
Instead of the usual act of a waterbender poofing surge out of thing air like magicians, let's make the ball thingy come out from the water realisticly. The Shape and Feature's of the current Surge will still retain in this technique, except that it would now require the user to drag it from its source. They will do it by left clicking the bendable source block than hold shift to drag the wall out from the water, where the bender is facing.
Note, that the current surge will have to be removed and tweaked into this one instead.
Cons (share your thoughts what cons would this dynamic of surge would have):
- Will be hard when needing to drag water of a pool which is deep down, resulting the user getting of guard when camera is tilt alot or completely at the water of the necessarity in order to drag it.
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