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Super Smash Bros. 3DS Wii U DLC Ideas
I want more Pokéball Master Ball Pokemon like Dialga Groudon Jirachi Raikou & Celebi
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(12-28-2014, 09:01 AM)Goemar Wrote: Honestly I have no idea why there's so much Kid Icarus crap in this game...

Sakurai made the new installment, that's why.
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(12-28-2014, 10:48 PM)Mystie Wrote:
(12-28-2014, 09:01 AM)Goemar Wrote: Honestly I have no idea why there's so much Kid Icarus crap in this game...

Sakurai made the new installment, that's why.

...Sakurai has been the director of these games since the N64 game, though...? It's not like he hand-codes the entire game himself, lol

I remember with the 3DS version, though his excuse with Smash Run was that "we've modeled all these things for Uprising and they're all nicely compressed and small, and it was easier to just slap them into this game instead of creating a plethora of new characters and risking things and adapting them for the new format"
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Actually, in regards to Smash Run, I wouldn't mind a DLC expansion/patch for the mode (or even an HD version for Smash Wii U...) that adds in more enemy characters and allows for greater user control, particularly as to what kind of battle the round ends with or what kind of enemies can appear. Definitely a few more maps, preferably themed after different Nintendo franchises (a Zelda map, Mario map, and Pokemon map, for example. Metroid's a no brainer).

Definitely Zubat and Rattata as new enemies.
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If there are a few things that I'd love to see are some stage packs.

I mean make it so that you get at least four stages out of each DLC pack (Maybe six) and add a few more stage builder parts and music tracks to come out of it? personally I think that would be kind of cool.

(Plus, I want to play on stages like Fourside, Hyrule Castle 64, the Metal Mario stage, Mushroom Kingdom 2, etc. and maybe some stages from the 3ds can be remade in HD for the Wii-U version as well seeing not all of them are based on portable games, just a thought.)
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I'm honestly hoping they do DLC packs kinda like... a Character and a handful of stages for x dollars. Maybe a new character, a clone, and four stages.

I was actually thinking the other night that Mewtwo should probably come packeged with Pichu, since that wouldn't take an abundance of resources to program and would be another cut veteran to make it back.
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I always found the single player in Smash to be a bit meh. Yes even Brawl's Subspace Whatever Adventure. Smash's jumping/physics/controls just don't seem to lend it well to that kind of thing. I really don't see why they couldn't do a completely different mode though. Would love to see something along the lines of Streets of Rage. One of the Guilty Gear games (forget which) kinda did it, it wasn't really made that well but was still nice to have.

From what I've read I wouldn't really expect any DLC. Real shame Ice Climbers aren't in the Wii U though, would love to see them make it in.
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Unless Sakurai decides to make Wii U exclusive DLC and change his stance on the two games having the same roster I doubt that he's gonna add the ice climbers in.

Personally though, I really wonder what it could have been like if the ice climbers were just 2d sprites solely for the 3ds version. They made sprites for Flying Man so I don't see why they couldn't do that.
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We still don't actually know what about the Ice Climbers made them non-fuctional on the 3DS.

It might be something fixable that the team simply didn't want to dedicate time to pre-launch.
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I honestly think it wasn't the 3DS that did them in, but 8 player smash. I could've sworn I read an interview to where Sakurai was like "oh, the wii u could just run ice climber in 4 player mode at 60 fps. 8 player smash would be too much and I wouldnt want to isolate a character's main from only one mode" or something
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Am I the only one who wants the Credits to be an extra stage?

I guess I'm not really thinking DLC, but it would have been something cool to get for clearing Classic or All-Stars with every character. When you're playing on it, the picture in the background that gets revealed could be randomly drawn from the characters currently participating in the fight. I think it would have been a neat way to showcase all of those victory images (maybe even bringing back the ones from the previous games, N64 in particular) since there isn't really a gallery for them anywhere else in the game.
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What I would love to see is some inspiration taken from Little Mac, Robin and Rosalina for some unique mechanics. These are much harder to make and balance, but they'd be very satisfying.

-Duster or Kumatora with a sort of rhythm hit mechanic for specials. Or just the Masked Man because he is awesome

-Cranky Kong with weak speed, but excellent jumping

-Ridley with exploitable ground game, excellent air game

-Black Bull with mechanics involving damaging self to do higher damage, sort of Final Fantasy black knight style to make a comparison.


I could go on, but I gotta get back to work.
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(12-29-2014, 01:43 PM)Kosheh Wrote:
(12-28-2014, 10:48 PM)Mystie Wrote:
(12-28-2014, 09:01 AM)Goemar Wrote: Honestly I have no idea why there's so much Kid Icarus crap in this game...

Sakurai made the new installment, that's why.

...Sakurai has been the director of these games since the N64 game, though...? It's not like he hand-codes the entire game himself, lol

I was saying that Sakurai made the new Kid Icarus game...
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(12-31-2014, 12:06 PM)TomGuycott Wrote: -Black Bull with mechanics involving damaging self to do higher damage, sort of Final Fantasy black knight style to make a comparison.

(Do you mean Black Shadow?) So this character would be a combination of Pichu and Lucario, in a way? Pichu's self-damage mechanic with Lucario's enhanced aura when at greater percent? That could be interesting.

Before Alph was revealed as an alt. for Olimar, I was personally hoping they'd figure out a way to make the Koppaite trio a singular character since cooperation between the three is such a big aspect of Pikmin 3. The way I was figuring, the characters might be unable to jump on their own, but instead throw each other higher into the air. As a single jump, Charlie could throw both Brittany and Alph into the air, then for the double jump, Brittany could throw Alph. This would make jumping a strategic endeavor, as using a jump while off the platform would mean at least one of your allies is going to plummet to their doom. The Flying Pikmin up-special could maybe rescue any falling Captains as well as Alph (who I guess is going to be the Popo here), and any Captains who have been KOd will revive if Alph can survive without them for a time (like Luma).

If the two other captains perish, Alph would be stranded and unable to jump aside from the Winged Pikmin special. Maybe at this point he could utilize the PikWhip Olimar ditched between Brawl and SSB4 to scale to higher platforms.
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Yeah, I meant Black Shadow. Work had my brain all crossed up today. Now that I can actually type, I'm gonna expand on some of the ideas and add new ones.

-Duster or Kumatora: Rhythmic Hit mechanic.

Now I'm not personally familiar with how the mechanic works EXACTLY in Mother 3. To my knowledge, at least basic attacks can be chained into long combos by repeating button presses to the rhythm of the battle music. I don't remember whether PSI abilities did the same, however. The idea is that their special attacks would be able to be extended or powered up by timed button presses, perhaps with accompanying tidbits of Mother music. Duster would be a physical design (which I think would be a nice mix-up given the only two Mother characters in the series thus far have been PSI based), and Kumatora would be a PSI based moves using the same mechanic.

Personally, I'd prefer Jeff, Porky or Claus as additional Mother characters, but Duster and Kumatora fit the aforementioned mechanic better. However...


-Jeff and Kamek: Item Swapping mechanic

These are from two different series, but have the same general idea: the ability to take one item and turn it into another. Jeff would fall along the lines of his inventing prowess, perhaps a standard or down Special that gathers up items immediately in his area and transforming them into a completely new item. Whether it is randomized or determined by what is gathered is not something I'm sure of, but the idea is that it can be used to make new items to be a gamechanger. Perhaps chance of failure is low (unless spammed), but it always requires more than 1 item, so you can't just keep spamming on the same one.

Kamek would be a similar idea with a different twist: his magic wand's projectile will randomly alter the state of an item. It can be used as a defensive maneuver, transforming a dangerous thrown item into food or a shield, or transforming an enemy's held item into something harmful. I also thought it would be nice to include Kamek as a Yoshi rep, even though he teeters between repping Mario and Yoshi (the line is so incredibly thin, after all).


-Black Shadow: Self Damage / Increased Damage mechanic

The concept of Dark Knights in Final Fantasy games basically amounts to them getting strong attacks at the cost of HP, which I am kind of borrowing for this idea. The concept isn't completely unheard of, mainly with Lucario's Aura ability, but I thought what might be a nice twist is that Black Shadow's power could perhaps remain relatively consistent, but his run and his attack speed could get greater and greater at higher percentages. It certainly would be a balancing nightmare, but it would certainly be a fresh enough concept for an F-Zero character beyond special punches and kicks.

Speaking of specials, I picture many of his moves being homage to his destructive nature on the track, as he tends to intentionally cause accidents to create chaos. I also think having his Up Special be sort of like what Freeza did to Krillin in DBZ would be awesome, catching the enemy in his horns and just sort of throwing them around.


-Cranky Kong: Low movement speed, high jump ability

Not really much of a gimmick here. I just really picture Cranky as having slow movement speed because of his age, but a high jump and good aerial attacks (perhaps Cane-stomp related) because of his being an ape. I dunno, I just want Cranky. I:


-Ridley: Exploitable ground game, excellent air game

Sort of the polar opposite of Little Mac, Ridley would be able to be roughed up easier on the ground, but able to dish out better damage in the air. The idea wouldn't necessarily be that he is USELESS on the ground.. Picture his claw slash that he has on Pyrosphere now, and picture that having a slow wind-up like Dedede's, but for less knockback and reward for a successful hit. However, his air attacks could be fast and strong, and he could have multiple jumps from his wings.


-N: Pokemon fight for him, but he's the target

Not really a puppeteer character like Rosalina, but more the concept of each of his major attacks has a Pokemon pop out to do the attack. Like, he'd grab onto a certain flying type to go up, have a special where one flies forward, etc. They wouldn't be coming out of Pokeballs, as N has this mentality of Pokemon being true partners who shouldn't be caged (which always made it bother me that he used Pokeballs in his actual fights, just have them run from off-screen, come on...). It might be a little silly seeing different Pokemon types popping up out of hammerspace, but there's very few Smash characters who aren't guilty of that.


-Ravio: Stamina Bar Mechanic

Ravio I thought would be cool to kind of touch on the other, lesser-utilized items of the Zelda universe. His specials could all involve the various Wands (Fire, Ice, Wind and Sand), and his standard attacks could be other Zelda items, like Bombs for a Down Smash (picture Snake's C4 without the burying), Magic Hammer for Forward Smash, etc.

However, unlike other characters he could have a Stamina meter for his special attacks (perhaps others). The idea is that when it is full, you can either do quick spamming or charge a stronger attack quickly, but when you use it, it takes time to charge back up, perhaps slower if you get hit. Picture being able to get from the bottom of the stage back up to the fighting area with ease with a full bar with your Up Special, but then after that the Up Special at low stamina only allows a simple third jump that does not help nearly as much.


-Slippy Toad or new Wolf concept: Ammo mechanic

A concept for a new Star Fox fighter, or altering Wolf's previous mechanics to kind of distance him from Fox and Falco's specials. The idea being that through either the course of time or by using a special of a certain kind, they could build a small ammo stockpile that can be used for their specials. There would only be one ammo type for a fixed maximum number, and a variety of moves would use up ammo. It is basically the same idea as Ravio's Stamina mechanic, but differs in how the recharging of the specials is obtained.
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