Cooldown: Difference between revisions

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Most game characters don't have that option, however, and will be forced to wait for a fixed period of time or a certain number of turns before they can use that room-clearing move again. While it could be argued that said move was exhausting and that the character needed to recover before acting again, why is he or she able to use a different and more powerful move immediately? More importantly, why does ''that'' move also have a fixed recovery time? Why does the ''majority of the character's repertoire'' have such recovery times?
 
The use of [[Magic aA Is Magic A]] can [[Hand Wave]] this requirement but credibility is stretched for purely physical fighters. It's believable that a warrior would need to rest for five seconds after slashing six times in a row with a [[BFS]], but it's less believable that the move's five or seven-hit cousins can be used immediately during those five seconds. The result is that moves become like on-board weapons with differing reload or recharge intervals.
 
The gameplay reason is to prevent players from [[Complacent Gaming Syndrome|repeating a super move over and over again]] until they run out of [[Mana]], while still allowing them to defend themselves with other moves. If nothing else, it forces gameplay to become somewhat more 'varied' in that players can at best repeat a '''sequence''' of moves instead of using a '''single''' move ad nauseum.
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Certain games also have a '''global cooldown''', which triggers after ''any'' sequence of moves depletes a character's 'stamina' or 'energy' and disables ''all'' moves while it recharges, possibly closer to how this mechanic would work in [[Real Life]]. There are also games with a combination of both, such as having common cooldowns for different sets of moves rather than all moves or having some moves with individual cooldowns and others shared.
{{examples|Examples:}}
 
* ''[[Diablo]] 2'' had the combination. Some spells were cooldown spells, some could be cast continuously. Unlike most games, if any cooldown spell was used, it would prevent all other cooldown skills from being used for the period, not just itself. Many skill setups in the game involved combining a cooldown skill with a fast casting skill.