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Just various (non-bugfix) tweaks I think should be in the | Just various (non-bugfix) tweaks I think should be in the fourth SSB game. | ||
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==Main ideas== | ==Main ideas== | ||
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*Allow trips to be teched. | *Allow trips to be teched. | ||
*If Brawl's reverse edge grabbing remains, add "grab the edge from behind" animations. | *If Brawl's reverse edge grabbing remains, add "grab the edge from behind" animations. | ||
*Reimplement the "ow!" vocals on | *Reimplement the "ow!" vocals on taking a big hit. | ||
*Make all sacrificial KOs favour the user. | *Make all grab-based sacrificial KOs favour the user. | ||
*Give all characters that can eat items a hitbox upon eating an explosive, not just Wario. | *Give all characters that can eat items a hitbox upon eating an explosive, not just Wario. | ||
*Make it so that once player A throws player B, A cannot regrab B for 10-20 frames (not sure what the best value is). | *Make it so that once player A throws player B, A cannot regrab B for 10-20 frames (not sure what the best value is). | ||
*Either remove Flame-Grass-Water triangle or apply all other Pokémon type interactions. (Arm/Leg would be Fighting, Body/Spin would be Normal, Kirby's Stone would be Rock, DK's Hand Slap would be Ground, etc.) | *Either remove Flame-Grass-Water triangle or apply all other Pokémon type interactions. (Arm/Leg would be Fighting, Body/Spin would be Normal, Kirby's Stone would be Rock, DK's Hand Slap would be Ground, etc.) | ||
*Have a way to visually approximate how much health | *Have a way to visually approximate how much health a durable item has (splintered Crates, leaking Smash Balls, etc). | ||
*Have freeze frames be based on the attacker's timeframe, not the local timeframe of the object on either side. (e.g. kneeing/zapkicking/thunderstomping someone under the Timer will have both characters resume animation at the same time) | *Have freeze frames be based on the attacker's timeframe, not the local timeframe of the object on either side. (e.g. kneeing/zapkicking/thunderstomping someone under the Timer will have both characters resume animation at the same time) | ||
*Hitboxes produced by something attached to a character should be undodgeable (but still blockable) for that character. (Pikmin, Gooey Bombs, etc). | *Hitboxes produced by something attached to a character should be undodgeable (but still blockable) for that character. (Pikmin, Gooey Bombs, etc). | ||
*Return crouch cancelling to its knockback-reducing form, but don't reduce damage and disable downwards trajectory DI until the stick's position no longer has a downwards component. | *Return crouch cancelling to its knockback-reducing form, but don't reduce damage and disable downwards trajectory DI until the stick's position no longer has a downwards component. Also give it a vocal cue so you can tell when it happens. | ||
*Return reflector breaks to causing shield stun. | *Return reflector breaks to causing shield stun. | ||
*In general, timing-based reflectors should have a slightly higher break capacity than hold-in-place reflectors. In a reflection volley, reward the player who must time multiple reflects instead of just holding the button down. | *In general, timing-based reflectors should have a slightly higher break capacity than hold-in-place reflectors. In a reflection volley, reward the player who must time multiple reflects instead of just holding the button down. | ||
*Have no cloned Final Smashes, even in name. | |||
*Allow tethers to grab occupied edges, but retracting them simply relocates the user to the edge, sends them tumbling, and counts as an edge grab for their grabs-before-landing limit. | |||
===Single-player=== | ===Single-player=== | ||
*In adventure mode, have underwater segments. While underwater, everything animates at 0.7x speed, Smashers have infinite first jumps, and flame hitboxes either turn into normal hitboxes (if direct) or don't exist (if indirect). Only Blue Pikmin can be plucked from underwater floors. Depending on design, certain characters can stay underwater for longer before requiring air and taking constant damage. | *In adventure mode, have underwater segments. While underwater, knockback is halved, everything animates at 0.7x speed, Smashers have infinite first jumps, and flame hitboxes either turn into normal hitboxes (if direct) or don't exist (if indirect). Only Blue Pikmin can be plucked from underwater floors. Depending on design, certain characters can stay underwater for longer before requiring air and taking constant damage. | ||
*Have a menu where you can investigate captured enemy trophies to learn their resistances and weaknesses, and maybe some of their attacks. | *Have a menu where you can investigate captured enemy trophies to learn their resistances and weaknesses, and maybe some of their attacks. | ||
*Don't split the storyline of any singleplayer modes. | *Don't split the storyline of any singleplayer modes. | ||
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===Yoshi=== | ===Yoshi=== | ||
*Give Yoshi a voice clip for when he flutters through an attack. | *Give Yoshi a voice clip or unique hit sound for when he flutters through an attack. | ||
*Fix Egg Roll. Give it reasonable hitboxes; give Yoshi some sort of protection while rolling. | *Fix Egg Roll. Give it reasonable hitboxes; give Yoshi some sort of protection while rolling. | ||
*Let Yoshi eat items. | *Let Yoshi eat items. | ||
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===DK=== | ===DK=== | ||
*Get rid of | *Get rid of the coverage hurtbox covering the blank space in front of DK's chest. | ||
*Let DK use Hand Slap in the air. Hitbox would be small but damage would be about the same. | *Let DK use Hand Slap in the air. Hitbox would be small but damage would be about the same. | ||
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===Links=== | ===Links=== | ||
*Give different special moves to whatever alternate Link forms there are. Grappling Hook, Deku Leaf, Gust Jar, Fire Rod, whatever. | *Give different special moves to whatever alternate Link forms there are. Grappling Hook, Deku Leaf, Gust Jar, Fire Rod, whatever. | ||
===Samus=== | |||
*Up smash and forward air need very low SDI multipliers, and maybe some actual knockback on the last hit. | |||
*Charging a Charge Shot attracts items within a certain range based on their weight and friction. | |||
===ZSS=== | ===ZSS=== | ||
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===MK=== | ===MK=== | ||
*Don't make all of MK's sword attacks transcendent. Maybe leave most of them, but have a few that aren't. | *Don't make all of MK's sword attacks transcendent. Maybe leave most of them, but have a few that aren't. | ||
*Make Mach Tornado a bit smaller to match Tornado Kirby's relative size better. | |||
===Dedede=== | ===Dedede=== | ||
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*Change Blue health from 14 to 12. | *Change Blue health from 14 to 12. | ||
*Don't make Red Pikmin drown faster than the others. | *Don't make Red Pikmin drown faster than the others. | ||
* | *Give Whites an actual Poison effect instead of just using Darkness. They would of course be immune to hitboxes with the effect should anything else have it. | ||
*Allow Pikmin to be eaten like items when not part of the line or attached to something. Whites would cause about 12% damage and should probably play a short animation (like the explosive one, but shorter and non-damaging to others). | *Allow Pikmin to be eaten like items when not part of the line or attached to something. Whites would cause about 12% damage and should probably play a short animation (like the explosive one, but shorter and non-damaging to others). | ||
*Increase the line size to 7 or 8 to accomodate new Pikmin types. | *Increase the line size to 7 or 8 to accomodate new Pikmin types. | ||
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*Don't have Bob-ombs blow up while held. | *Don't have Bob-ombs blow up while held. | ||
*Bring back the Cloaking Device, though possibly as something else. (Vanish Block? Repel Gel? White Crystal?) | *Bring back the Cloaking Device, though possibly as something else. (Vanish Block? Repel Gel? White Crystal?) | ||
*Bring back the Parasol. | |||
*Don't remove placed Motion-Sensor Bombs or Pitfalls, or at least make them last much longer. | *Don't remove placed Motion-Sensor Bombs or Pitfalls, or at least make them last much longer. | ||
*Cause characters to keep on swinging the Hammer while they're being sent flying or tumbling. | *Cause characters to keep on swinging the Hammer while they're being sent flying or tumbling. | ||
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*Allow characters to set down large items by pressing shield (or maybe have that replace the neutral throw option). Would create interesting shenanigans when combined with the above edge disabling. | *Allow characters to set down large items by pressing shield (or maybe have that replace the neutral throw option). Would create interesting shenanigans when combined with the above edge disabling. | ||
*Allow Gooey Bombs on the stage to attach themselves to people should they walk by. | *Allow Gooey Bombs on the stage to attach themselves to people should they walk by. | ||
*Give Smoke Balls a random colour pattern instead of the same one every time (or at least have 3 or 4 different patterns). | |||
==Unusual/implausible ideas== | ==Unusual/implausible ideas== | ||
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*Detect when a tournament match is being played and replace all characters with Sandbag. | *Detect when a tournament match is being played and replace all characters with Sandbag. | ||
*Never patch the game. | *Never patch the game. | ||
*Do not allow character customization of any sort. | *Do not allow character customization of any sort (this includes the existence of Miis). | ||
*Do not have a version on a handheld. | *Do not have a version on a handheld. | ||
*Make online as laggy as necessary to avoid having to put in an artificial lag buffer. | *Make online as laggy as necessary to avoid having to put in an artificial lag buffer. | ||
*Once the game is ready for release, delay it for a few months or a year solely to find and fix bugs and exploits. | *Once the game is ready for release, delay it for a few months or a year solely to find and fix bugs and exploits. |