Blitzball - How to Implement in ARR
Disclaimer: I am aware this isn't 'truly' Blitzball... but I think the name should stick for nostalgia's sake (or as an homage).
The Idea:
Utilize the current Potency System in semi-realtime.
The server will calculate directional “Force” applied to the ball every 0.3 seconds.
Once calculated, the ball will move X yalms, factoring in all Force applications.
E.g. the ball is hit right for 100 Potency, but left for 200... the ball will move left X yalms (X yalm/10 potency).
DoTs cause the ball to roll over time, pushing it 1/3rd of the total potency application every 0.1 seconds (you can apply spin on the ball in this way!).
HP is replaced with Stamina, which reduces with movement...
Stamina regenerates quickly if holding still, & even more rapidly upon being “exhausted”.
Exhaustion occurs when your Stamina reaches 0, you're forced to walk until your Stamina fully returns.
Stamina also affects movement speed: 0 25%, 1-24 50%, 25-49 75%, 50-74 100%, & 75-100 125%.
You're able to CC enemy players as usual... Push & Pull Mechanics work on the ball the same too.
Combat works the same too in the sense that 'damaging' an enemy player reaches your Stamina as it would HP, and heals will recover Stamina the same too.
MP & TP must still be managed, Defensive Bonuses reduce the rate of Stamina loss (as they would HP loss), Morale could reduce the rate of Stamina loss from only enemy players (not innate stamina loss), & Vitality could increase the Stamina cap (fractionally).
Just as there is PvP Gear, you could have special Uniforms of different tiers.
Just as there are PvP-specific Actions, you could have Blitz-specific Actions.
Things would likely need to be specially balanced for Blitzball... just as with PvP (for instance, I could see BRD's being out of control here).
What do you all think? Any suggestions?