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Moves Guide/FAQ
#3
A note on cooldowns.

I see a lot of people adding "cooldowns" to their moves (" this move cannot be used for thirty seconds after it has been used") and I wanted to give a note about this. We don't tend to consider cooldowns as big downsides. Why?

In a video game, a cooldown is effective downside for a move because the character usually has only a limited number of moves. Sometimes 2-3, sometimes 12-20. Regardless, it is limited. However, there is no such limit here on the Omniverse. There's nothing stopping you from buying a bunch of 300-OM moves and rotating between them infinitely. So we don't consider a cooldown to be a big deal. It's definitely a valid downside, but the main effective downsides remain "how long does it take to perform" and "how much energy does it take?". Cooldowns won't allow you to ignore these, just mitigate them somewhat.

Alternatives:

"Global cooldowns" are cooldowns that stop you from using ANY move during the cooldown. Obviously this is a much bigger downside and would be more effective in granting your move some OOMPH, if you wanted to give a real downside.

"Grouped cooldowns" are inbetween individual cooldowns and global cooldowns. Samus might have a cooldown on a beam attack that stops her using any other beam attack while on cooldown. The effectiveness of this is somewhat up to judge discretion, but if your character relies on a certain kind of attack a lot, it might be a clever and unique way of disabling them and powering up a move.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!


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Moves PSA - by Omni - 10-30-2015, 05:59 PM

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