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Character Tweaks [revamped first post!]
Maybe as opposed to having him fly up to the screen and shoot the opponents as though in a FPS game, he could grab a ladder/rope dangling from some helicopter, be lifted inside, and then allow you to take control it? I don't know much about Metal Gear, so it doesn't have to be a helicopter.. it can be some generic MG flying vehicle.

Arrow keys to move obviously, and I reckon the normal attack button should fire the machine guns, while the special attack button should drop a bomb directly below. We'd have to work out some sort of way to aim the machine guns... unless it's just set to aim on a downward angle slightly away from the helicopter...

The problem is... such levels as Temple make it difficult...

You know what else would be cool? Calling in an air strike. Tongue
[Image: guitarmaaan.png]

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The air strike idea would be nice, but, not only would that probably be over very quickly, but it wouldnt be as effective as the chopper. Plus there'd be some fanboy rant about how its the same as Ness and Lucas (Or was one of them going to get PK Love or whatever?).
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How about instead of being a third person shooter it's just a cursor in similar fashion to dragoon?
[Image: ioncesawyouholleringint.jpg]
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I thought that earlier. Maybe you could see through Snake's scope?
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Hmm, yes, I was thinking this too, but how would it really work? Since sniper bullets are pretty much an instant hit after shooting, the opponent wouldn't have any chance at all to dodge it. The grenade launcher in Brawl didn't hit it's destination straight away, which made it a little more fair.

I was also thinking about maybe having him leave the screen via helicopter, then a large-ish crosshair appears, and you take control of an off-screen mortar machine. Click where you want it to shoot, and a second or two later, BANG! Down rains a bombshell, with that all-too familiar whistle..
[Image: guitarmaaan.png]

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Yeah, I don't think we were talking about a sniper, we were talking about a (graphics wise) simpler version of his brawl final smash.
[Image: ioncesawyouholleringint.jpg]
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Well, with the gun i was thinking that it could be a weak move and the grenade is much stronger
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Sorry for the double post, but Ive noticed that Olimars Final smash may require a lot extra work to each stage. Why? Because when his ship flies offscreen, the camera rotates up, and all that you can see is an extra section of the background that you couldnt see before. So if we keep his Final Smash exactly the same then we'll need to have the background to be about twice the size of the screen. If its easier, though, should Olimar just fly offscreen, without the camera following him, and the Creatures crawl in from all sides and flail about, biting and whatever else they do. I mean, its not as though we will use the creatures for that purpose alone, because they do appear in he distant planet stage, too.
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i don't know how the engine works or anything, but couldn't we just sprite the "starry sky" Bg and whenever Olimar's FS is activated just have the starry sky stack on the normal background and pan up? because to me, keeping the camera on the creatures would be a lot more spriting and work imo.
[Image: 6yfjuBN.png]



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Okay, that would work for levels that are intended to be outside. But what about those that are inside? Is he gonna blow through the roof?
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The stages will be composed of layers, we make the background vanish as well as other things that would get in the way.

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Samus:

Buffs
Increase the speed of her B shots-- in both firing speed and actual movement. To compensate for this, add a little bit more lagtime between her charged shots if the charge is above 50%.
Increase knockback power of her charged shots to be more equal to Melee and 64. You know-- effective.
Improve Samus's up smash to be able to deal striking damage on the last hit, more like 64.
Increase the knockback power of Samus's Morph Bomb.

Nerfs
Decrease the knockback power of her armor pieces when she goes Zero Suit.

Misc.
Change some of her grapple moves to her Lethal Strike attacks from Other M. They look nicer and they make a little more sense.
How about a Down B change? As of right now, the Morph Bombs aren't used very much in gameplay, but they shouldn't be totally removed, either;
How about changing Down B into a "transformation move" where she turns into the Morph Ball and can roll around?
- The Morph Ball mode would shrink her hitbox and maybe she could pop out of it by either cancelling the transformation, or pressing A to do a strong attack where she comes out of it. Her maximum movement speed would be that of her running, but she wouldn't get a sprint in return.
- Up B would continue to be Screw Attack.
- Normal B would perform her Morph Bomb move
- Forward B would perform Morph Bomb, but instead of the normal bouncing up thing, she instead bounces forward.
- No normal jumping, but her Bomb Jump becomes the same height as her single jump, if not a little shorter due to her modified hitbox.
The animation for this transformation would be quick, allowing her to drop bombs immediately after pressing Down B.
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(12-03-2010, 06:53 AM)Alpha Six Wrote: - Forward B would perform Morph Bomb, but instead of the normal bouncing up thing, she instead bounces forward.
Won't it be too delayed to have the effect and too similar with the NB? The dash ball (forgot the real name) might work better, seeing that the Morph Ball is a evasive resource.
Anyway, the effect of the charged shot HAS to be implemented like you said, but I think the up smash is balanced in comparition with her other smashes...
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I think it'd be rather nifty to have her morph into her ball form for her crouch. And then the down tilt attack could be the bomb or something. Instead of 'crawling/walking' when holding the down and side arrow keys together like the other characters, she'd instead roll around.
[Image: guitarmaaan.png]

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Kinda' like a crawl that some other characters have? That sounds cool!
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