Author Topic: Super Smash Bros. Brawl  (Read 466868 times)

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Offline Smash_Brother

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RE:Super Smash Bros. Brawl
« Reply #1050 on: August 16, 2006, 08:07:44 AM »
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Originally posted by: Spak-Spang I didn't pull that idea out of my butt.  It came from developers talking about how Sakurai tried to be very respectful and honoring of every character he used in Smash Brothers Melee.  So much so that it got around and even 3rd parties respected his takes on classic characters.


So that's why he turned Ganondorf from an evil wizard into an evil ninja, right?

Honoring the character, indeed...

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I think respecting the character also means respecting the franchises they come from and what ideals they portrayed.


So I take it you haven't PLAYED Animal Crossing, have you?


(I wish I had an animated gif of him calling down lighting every time he screams)

Mr. Resetti is a raging ball of anger and high blood pressure. His sole purpose is to verbally abuse the player after they shut off the power because doing so can be used to go back and redo events you might have done incorrectly (aka cheating). He wields a pickaxe and speaks with a Brooklyn accent (judging by the accentuation of his speech patterns).

Here are a few "choice" dialogue pieces from the happy go lucky world of Animal Crossing's very own Mr. Resetti...

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First, you're gonna show me how sorry you are, and I'd better FEEL it!
I don't want no smirks, eye-rolls, or nothin' like that.
I want remorse, punk!
Oh, an' don't try lyin'.
I can smell lies!  Smell 'em!
All you gotta do is be honest.
Gimme some genuine emotion, know what I mean?
You go for melodrama, you're gonna get the wrath of Resetti, you hear me?


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AAAAAAARGH!
You know how many people I gotta repeat myself to?
JUST YOU, PUNK!
Read my lips:  save first, and then, and ONLY then, turn the power off...
How many times I gotta tell you that?
...HEY!
You doin' this...on purpose?
Are you maybe turnin' the power off without savin' for laughs?
You wanna get the crazy mole out here an' see what he says next, that it?
This entertains you, punk?
You think this is funny?
A little stand-up mole?


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Y'know, I been with the Reset Intervention Bureau since the family took over.
I gotta say, though, I ain't NEVER had to deal with a nutjob like you.
It's OK.  I been trained.
It just means I gotta lose the kid gloves an' get serious.
I may even hit the gym and go a few rounds with my cousin, Vicious Vole Vinnie.
See if you wanna keep resettin' after I bounce a couple mole elbows off ya!


Mr. Resetti could be in SSBB, deftly wield his pickaxe against his foes and still very much capture the original ideals of his character and the franchise he originated from.

The whole point of Animal Crossing is that you live in an ongoing world in which time passes and things change. You attempt to violate this natural progression and Resetti confronts you about your misdeeds, hellbent upon keeping you honest. In that way, he is the protector of the virtual AC world. Combine this with his rage and the fact that he's the only AC character always wielding a weapon and he would be a perfect representative for AC in SSBB.
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline zakkiel

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RE:Super Smash Bros. Brawl
« Reply #1051 on: August 16, 2006, 08:26:01 AM »
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I'm not going to even pretend that I have the skill to be locked in combat with an excellent player at one end of a stage, completely focused on what he'll do next and how I should be trying to counter it, AND be able to pay attention to what another player is doing across the stage at the same time.
Obviously not. Which is why I said the number of players, not items, was critical. If you have three players it becomes chaotic and if you have four the outcome no longer has any real relationship to player skill. But I highly recommend trying two-player with items for a while.

I agree there should be no AC characters, but somehow I can see it happening. They have, after all, the same kind of feel as the Iceclimbers. Nintendo could stick one in as one of the cute/comical fighters.
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Offline Spak-Spang

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RE: Super Smash Bros. Brawl
« Reply #1052 on: August 16, 2006, 08:48:11 AM »
Actually I have played Animal Crossing, and I have seen Mr. Resetti, and his anger is there for humorous value.  Its funny.  And I still don't think it fits at all in the Super Smash Brothers Universe.  I think you are making extreme stretchs because you really like Animal Crossing and its characters.  Guess what.  I really love Animal Crossing too.  My wife and I rented the game 4-5 times in a row, and played it nonstop.  We didn't buy the game, because we weren't getting anything we need to get done, done.  I simply think there are better ways to represent that series.  That is just my opinion, which I have been trying to support with logic.

And Gannondorf is an odd cookie in Melee.  However, you must think about time restraints (which you mention all the time about the game being rushed) and a decision had to be made.  Do we include him as a clone, or do we axe a potential character EVERYONE wants to play as.

The clone also isn't completely destorying his character.  He is still an powerful foe that attacks in a manner reflecting his sheer power and brute force.  Would it have been better to have non-clone.  Yes. But you can't say he was treated with disrepect.  


Offline Smash_Brother

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RE:Super Smash Bros. Brawl
« Reply #1053 on: August 16, 2006, 09:11:06 AM »
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Originally posted by: Spak-Spang And I still don't think it fits at all in the Super Smash Brothers Universe.


The whole POINT of the SSB universe is that it DOESN'T fit. Captain Falcon punching Pikachu is a situation which is never supposed to happen in the realm of VG realities. Link stabbing Mario is the same. SSB is intended to be a mix of the oddest combinations of characters coming together to pound the crap out of each other.

People have already said that bringing characters from fighting games into SSB would be weak because those characters are already fighters in their games. The same goes for SSB. The point of the game is to see characters which AREN'T fighting game characters or fighting characters at ALL used in a fighting game and in that vein of thinking, an AC character makes PERFECT sense.  
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline Spak-Spang

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RE: Super Smash Bros. Brawl
« Reply #1054 on: August 16, 2006, 09:21:03 AM »
There is some logic to that.  I personally just can't see an AC characters really working...because of what I mentioned.

I don't picture AC characters fighting period.

I do see Captain Falcon as a character that could get in a fight.  Pikachu obviously, gets in fights all the time.  These two characters should never met in their respective universes, but if they did I could see a possible throw down.

If AC characters are included I would not be completely upset or disheartened, as long as they didn't replace my Mega Man or Bomber Man slot.  However, if they asked me: "How do you feel about AC characters in Brawl," I would have to tell them I don't think it fits at all.

And just so you know.  I am not one of those people that say bringing Chun Li or other fighters into Brawl would ruin the experience.  I would love Sakuri or Li in there to add more variety and female characters.


Offline Ceric

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RE: Super Smash Bros. Brawl
« Reply #1055 on: August 16, 2006, 09:28:51 AM »
Personally I wouldn't want Figheters from Arcade fighting games in more because of there very traditional for the genre moveset.  It would add seriousness to the series that I don't think that should be there.
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Offline Smash_Brother

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RE: Super Smash Bros. Brawl
« Reply #1056 on: August 16, 2006, 09:39:07 AM »
That's why I think Resetti fits: he's big, mean, angry and armed. In fact, I think he's the ONLY character that fits because his tendencies are toward violence right from the start. Resetti also talks about fighting in one of his many dialogues, even threatening to attack the player.

As for female characters, I'd prefer to see non-fighting game females given precedence because they haven't been in fighting games before. Like I said, the whole point of SSB is putting characters into a situation where they typically aren't. Street Fighter characters wouldn't share that same novelty.
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline Spak-Spang

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RE: Super Smash Bros. Brawl
« Reply #1057 on: August 16, 2006, 09:53:53 AM »
The more I think of Drill Doser and Jill, the more I think she fits...and I would love to see her redesign in the game.

I see her Drill Bit having an inner groove that houses the Perpellars for flying...which will pop out on Up special moves to float.  

I also think most of her moves should be based on charging attacks (Switching gears) and the ability to cause massive damage.  Another cool move would be the ability to Dig through the levels in some manner destroying the enviroment for some time.

I would not want many characters from fighting games.  Sakuri fits because she was never ever series...and her incarnation in Marvel vs. Capcom 2 can prove that she could fit with some reworking.


Offline Strell

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RE: Super Smash Bros. Brawl
« Reply #1058 on: August 16, 2006, 10:39:53 AM »
We go from arguing from speed and balance issues to talking about whether or not Animal Crossing is a valid fit for SSBB?

I think this thread should be locked.  I think all further SSBB discussion should be halted until more information appears.  Or until next January.  Whichever occurs last.
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Offline Smash_Brother

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RE: Super Smash Bros. Brawl
« Reply #1059 on: August 16, 2006, 10:52:55 AM »
I haven't played DD, but Jill definitely seemed to fit the SSB bill.

Strell, if we didn't talk about it here, it would no doubt appear in some other random thread. Better just to keep it contained.

And I wouldn't call this "arguing". I'm not even into the "excited" category, let alone verging on "angry" and I'm sure Spak isn't either.

I agree with his point that most of the AC characters (in fact, all but 1) wouldn't make for good fighters in SSBB because of their cheerful outlook and good nature. I cite Resetti as the only counter example because he's a bad-mouthed, foul-tempered hardass wielding a pickaxe which is almost as big as he is.

I don't see much of a stretch between a fearsome tough guy mole with bloodshot eyes, a pickaxe and a bad attitude and a SSB character, but were Resetti not in the game I'd be forced to agree that there's no one who would really classify as a combatant for SSB.

Also, Spak and I understand that this discussion has no relevance on reality: we're just arguing for the pure hell of it because it has no bearing on who Sakurai decides to include in the game.
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline UltimatePartyBear

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RE:Super Smash Bros. Brawl
« Reply #1060 on: August 16, 2006, 11:21:50 AM »
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Originally posted by: Smash_Brother
The whole POINT of the SSB universe is that it DOESN'T fit. Captain Falcon punching Pikachu is a situation which is never supposed to happen in the realm of VG realities. Link stabbing Mario is the same. SSB is intended to be a mix of the oddest combinations of characters coming together to pound the crap out of each other.

People have already said that bringing characters from fighting games into SSB would be weak because those characters are already fighters in their games. The same goes for SSB. The point of the game is to see characters which AREN'T fighting game characters or fighting characters at ALL used in a fighting game and in that vein of thinking, an AC character makes PERFECT sense.

There is no SSB universe.  That would be adding a layer of complexity that simply isn't necessary or wanted.  The point of the game isn't to put things together that don't fit, either.  The point of the game, as you said, is to have Nintendo characters duking it out just for the fun of it.  There's absolutely no reason that something that makes perfect sense couldn't happen in the game, just like there's no reason anything about the game has to make sense at all.  That's simply irrelevant.  The question to ask is, "Would it be fun if...?" not "Would it make sense if...?"  So would it be fun to have Mr. Resetti beat Bowser with a pickaxe?  Probably.  Would it be fun to see Mario throw Chun Li into a Klaptrap?  Probably.  Anyone asking anything more complicated is taking the game way too seriously.  I think both are very unlikely, though.

I should note that I changed my own mind on the subject while trying to form my argument.  I opposed having Mr. Resetti as a fighter, but when I reduced my argument down to the essentials, I realized that I was contradicting myself.  I still don't really want him to be a fighter, but I can't offer up any reason more solid than that I just don't like the idea.

Offline Smash_Brother

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RE:Super Smash Bros. Brawl
« Reply #1061 on: August 16, 2006, 11:37:51 AM »
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Originally posted by: PartyBear There is no SSB universe.  That would be adding a layer of complexity that simply isn't necessary or wanted.  The point of the game isn't to put things together that don't fit, either.  The point of the game, as you said, is to have Nintendo characters duking it out just for the fun of it.


I think it's the novelty of seeing characters from different games and universes fighting with each other which makes SSB so appealing.

I just think that the AC universe should be represented with more than just a stage (after all, what stages have we had that don't also have a character to represent them, other than the generic "Battlefield" stages?). I'm not asking anyone to agree, but that's my reasoning.

What was your contradicting argument, by the way?
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline Spak-Spang

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RE: Super Smash Bros. Brawl
« Reply #1062 on: August 16, 2006, 11:42:41 AM »
Very True.

We are basically fans discussing something we love.

Smash probably things I am crazy for wanting Chun Li, and Sakuri in the game...and I am crazy in love with those two.

And I think Smash is crazy for Animal Crossing characters...because he is crazy in love with Resetti.

I kid.

Or Do I.

Hmmm, I will give you Resetti if you give me Bomber Man, and I will call it even and drop AC.

Though, I do want Golden Items that give more damage than typical Smash Items.


Offline Smash_Brother

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RE: Super Smash Bros. Brawl
« Reply #1063 on: August 16, 2006, 11:45:56 AM »
I could see Chun Li because Street Fighter was a Nintendo exclusive for a long while, but if there's going to be Capcom representation, it'll likely be Megaman.

And yeah, Bomberman would be fine by me, so long as he's not Bomberman 3000.
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline Spak-Spang

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RE:Super Smash Bros. Brawl
« Reply #1064 on: August 16, 2006, 12:03:01 PM »
So Smash, what will I have to do to convince you the online collectable card game idea of mine as a side game is a good idea?


Oh, and since this thread is repeating itself somewhat here is a broader personal question for everyone.

Treating Brawl like it is a true sequel which will be not only adding new characters, but will be adding and possibly subtracting gameplay mechanics, and themes to create a brand new game...what would you do to series to improve it.

Basically, Brawl is yours to create.  What do you think needs to be done to make it the best Smash Brothers game possible?  If it is just adding characters what characters?  If it is changing gameplay mechanics what mechanics?  Why.  Get however detailed you would like.  

Offline Ceric

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RE: Super Smash Bros. Brawl
« Reply #1065 on: August 16, 2006, 12:13:51 PM »
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Also, Spak and I understand that this discussion has no relevance on reality: we're just arguing for the pure hell of it because it has no bearing on who Sakurai decides to include in the game.

PGC:  So Sakurai-Sama why did you put Mr. Resetti, Chun-li, and Sakuri in the game?
Sakurai: Because Spak-Spang loves Chun-li and Sakuri and Smash_Brother loves Mr.Resetti of course.

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There is no SSB universe.

You're right Partybear because they all live in Captian N's Universe.  They are his toys pre-his glorious ascension to the Nintendo Universe.  The Shocking thing is that SSBB is really Post-Glorious Ascension.  So expect Captian N and Gameboy to be playable characters.

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Basically, Brawl is yours to create. What do you think needs to be done to make it the best Smash Brothers game possible? If it is just adding characters what characters? If it is changing gameplay mechanics what mechanics? Why. Get however detailed you would like.

Pudding.
I'll actually have to think about this.
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Offline UltimatePartyBear

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RE:Super Smash Bros. Brawl
« Reply #1066 on: August 16, 2006, 12:40:47 PM »
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Originally posted by: Smash_Brother
What was your contradicting argument, by the way?

Essentially, I don't want to see Resetti in Brawl because I don't think he would fit in, but when I composed my thoughts, I realized that was hypocritical.  I had to admit that the nature of the game allows for darn near anything.

Offline Smash_Brother

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RE:Super Smash Bros. Brawl
« Reply #1067 on: August 16, 2006, 12:49:05 PM »
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Originally posted by: PartyBear Essentially, I don't want to see Resetti in Brawl because I don't think he would fit in, but when I composed my thoughts, I realized that was hypocritical.  I had to admit that the nature of the game allows for darn near anything.


I understand.

That's the exact same argument which gets Petey Piranha through the door.
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Offline Spak-Spang

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RE:Super Smash Bros. Brawl
« Reply #1068 on: August 16, 2006, 12:52:38 PM »
Smash Brothers has been a game that has relied on a few key elements in its game design.  These elements have made the game unique, but has also limited character recreation and ideas.

One of these elements is the triple jump.  More than half the characters rely on a triple jump mechanic to save them from being knocked off the arena.  I would more diversity in character design that moves away from the need from every character needing a triple jump.

Several Heavy Hitter characters don't really deserve a triple jump.  It doesn't hit there character and they could create a better mechanic for this gameplay.  Examples: Bowser, Donkey Kong, Gannondorf.  

These characters I would argue would be better made without the third jump.  To balance this handicapped I would make them very hard to Smash, and very powerful in attacks.  Bowser shouldn't be a character strong in the air, or having a great come back ability.  However, he should be very powerful on the ground.

And I guess that is what I mean.  Perhaps creating type of characters.

Standard Smash Characters:  Marios and such what will retain the triple jump aspects.

Floating/Flying Characters: These characters will have advantage in the sky, but are weak against Smash attacks and could be knocked clear out...and they won't have as many advantagous on the ground.  Examples: Pit, Kirby, MetaKnight, ect.

Tank Characters:  These characters very strong on the ground, and very hard to push around.  They can absorb tons of damage before being knocked out.  They won't have a third jump, but would still have a second jump.  Either by not having a double jump, or not having that special Upward attacks.  

Speciality Characters:  Certain characters play by in a very unique fashion...and they should stand out.  Nes, Ice Climbers are examples.  Perhaps future examples could be Jill from Drill Doser or Olimar.  These characters may not fall into any categories above, or may fit into several.

Now take those classes and determine which characters fit into what...assign speed and damage levels and you can create a much more varied number of combatants.  Moving away from the third jump as a neccessity and speed as a necessity will help create variety in characters and a more fleshed out experience.

Air Combat:  With the inclusion of more air based characters, Air Combat needs to be enhanced.  Specifically, Air Dashes need to be implimented, and Air Combos.  Air Combat needs to become an intrigal part of experience.  I would replace the Air Dodges with Air Dashes that still dodge incoming attacks, and can help set up attacks from behind.  

8-Direction Item throwing.  Grounded characters need to be able to throw items in 8 directions to help combat against air opponents.  As well    some of the guns should have 8 way directional shooting...but not all of them.  

Interactive Environments.  It would be nice if there is more interaction in the Environments.  For example, perhaps Donkey Kong's levels have vines you can grab onto and climb underneath the level.  You can still fight while holding onto these vines, but it can help protect you from being knocked off.  As well two vines on each side of the level could constantly be swinging for you to grab.
Real environment interaction like this will create more dynamic situations, that don't rely on just moving the level around or environmental hazards for changing the experience.

More powerful throws.  I think throws need to take a bigger role the game this time.  Smash attacks should be used to knock highly damaged opponents around, but Throws should be able to do the same amount of toss no matter what damage level.  How far you throw opponents will be based on that individual characters strength and who they are trying to throw.  Bowser should be a character you fear to be thrown by, and Equally you shouldn't be trying to throw him.  

Enhanced Adventure mode needs to focus less on combat and more on designing a level that fits each franchise.  If this means creating mini-game type levels that recreates the game the characters are from so be it.  It will make the game engaging and interesting.  

Collectable:  I would love the collectables in the game to be used for something.  I suggested an online Smash Brothers Collectable Card game.  However, anything would work for me.  So long as the each collectable I gather enhances that experience more, and gives me a true desire to collect everything.


Offline Ceric

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RE: Super Smash Bros. Brawl
« Reply #1069 on: August 16, 2006, 01:01:12 PM »
I would like to add with these different classes.  Auto targetting the sides with the hook shoot or the Samus Grapple beams.  The weapons that can get you back onto the stage.  There are very difficult and limited right now.  I think the range should be the factor.  If you beam can't reach it can't reach.  Let that replace the third jump on some.
Mini-game type levels may be fun but they could also be to far of a deviation.
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Offline Smash_Brother

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RE: Super Smash Bros. Brawl
« Reply #1070 on: August 16, 2006, 01:02:08 PM »
I like these ideas.

One of my ideas along a similar vein is that certain characters' attacks should not phase heavier characters. For example, Pichu's regular A attack should not cause Bowser to stop mid-smash attack so he can cringe. Damage would still be inflicted to Bowser, but he would shrug off the attack and Pichu would be hit with his smash, the same way Fox's laser does damage but does not interrupt the character it strikes.

I also like the idea of tank characters which aren't very mobile but are very difficult to KO. Combine these two elements and I think heavy characters would be properly balanced for the next game. Realistically, when Fox grabs Donkey Kong, who is going to be pulled off their feet, DK or Fox? Maybe lighter characters should grab heavy characters and try to pound on them until the heavy can shake them off.

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More powerful throws. I think throws need to take a bigger role the game this time. Smash attacks should be used to knock highly damaged opponents around, but Throws should be able to do the same amount of toss no matter what damage level. How far you throw opponents will be based on that individual characters strength and who they are trying to throw. Bowser should be a character you fear to be thrown by, and Equally you shouldn't be trying to throw him.


Also agreed in full. Bowser and DK had surprisingly weak throws for being their respective sizes.
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Offline Ceric

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RE: Super Smash Bros. Brawl
« Reply #1071 on: August 16, 2006, 01:12:04 PM »
Actually I don't agree with the throw thing in its entirety.  The whole percentage I always felt was the character getting lighter.  So lets say you're Bowser and I'm Jigglypuff in SSBB.  I don't expect to be able to throw you at 0%, though I would expect a move to replace it where I latch on and beat you, but, at say 100% I should be able to throw you like a medium character at 0%.  Every percent after 100% should let me throw you farther because thats the natural progression.

It sort of work like this:

Heavy Character:
0% Sap Damage (slower) ---->100% Start being moved by attacks like a Medium Character (also get a slight speed boost because your lighter)--->300% Hit around like a Light Character (little speed boost) so on so forth

Of course for a medium character at 100% he get a slight speed boost and be knocked around more like a light character at 0%.  You could even make some characters more floaty if that would better fit as the get lighter.  Even totally forget about the extra speed.  I think that would work nicely though.
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Offline Spak-Spang

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RE:Super Smash Bros. Brawl
« Reply #1072 on: August 16, 2006, 01:21:26 PM »
Ceric:  I love how you think.  Yeah, special moves that allow you to get back that aren't third jumps.  

Samus could grab the sides with the her grabbling beam (Link with his Hook Shot) this should be auto aim, and could even work attaching to other people.  Yoshi could use his tongue.

Smash:  Yeah, we have discussed this before, but I love slower more powerful characters in games.  I love the idea of a small fry kicking serious butt on them, and suddenly makes a mistake and the big guy finally lands a single devestating attack.  It needs to be balanced, sure, but it needs to be included.

I also thought of another.  I don't want a very complicated Combo system, but I would like a simple Combo System that actually calculates the Combos you are performing.  A Hit count could be placed over your Damage indicator and it can count your string attacks as you go.  Something simple like this might not change gameplay that much, but would stress finding combos more.  And then a max and min combo count and awards can be mentioned at the end of the match.  As well Combos can be included in judging how good you fought when judging the games on skilled combat for the winner.


Offline Ceric

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RE: Super Smash Bros. Brawl
« Reply #1073 on: August 16, 2006, 01:28:03 PM »
More silly titles and awards at the end of a match.  In particular a lot with very weird no overlapping conditions.  (Hit a Yellow Character enough time that it would give you a Yellow color if you were to take the number and plug it in as a color could be called "Yellow Man")
Need a Personal NonCitizen-Magical-Elf-Boy-Child-Game-Abused-King-Kratos-Play-Thing Crimm Unmaker-of-Worlds-Hunter-Of-Boxes
so, I don't have to edit as Much.

Offline UltimatePartyBear

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RE:Super Smash Bros. Brawl
« Reply #1074 on: August 16, 2006, 01:29:18 PM »
I think 8 direction attacks of any sort will make playing the game too complex.  We've already got people complaining that they can't do up+A attacks without jumping when they don't want to.  If you add diagonal attacks, the controls will suffer.  You won't be as sure to throw an item in the direction you intend to.  Plus, one of the best things about the game is the simplified move list.  Making the move list more complicated at all would be a Bad Thing.  Even if it's limited to throwing items.

I also take issue with removing any character's recovery move because it doesn't make sense for him to have one.  As I already pointed out, making sense is perhaps the weakest argument anyone can use regarding this series.  Furthermore, having entire classes of characters that control differently would go back to my problem with making the controls more complicated.  Keeping things simple is paramount.

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Spak-Spang
How far you throw opponents will be based on that individual characters strength and who they are trying to throw. Bowser should be a character you fear to be thrown by, and Equally you shouldn't be trying to throw him.

Need I point out that Mario's spinning throw is taken directly from the way he threw Bowser to defeat him in Super Mario 64?  Throws were over-nerfed in Melee, true, but this fix sounds even worse.  Throws that always toss someone the same distance regardless of damage would lead to major balance problems.

Quote

Smash_Brother
One of my ideas along a similar vein is that certain characters' attacks should not phase heavier characters. For example, Pichu's regular A attack should not cause Bowser to stop mid-smash attack so he can cringe. Damage would still be inflicted to Bowser, but he would shrug off the attack and Pichu would be hit with his smash, the same way Fox's laser does damage but does not interrupt the character it strikes.


I don't like this idea much.  I agree that there's a problem with slow, heavy characters being kept off balance by fast characters, but that's pretty much the only way a lightweight could expect to beat a heavyweight.  If Bowser can smash you regardless, what chance do you have against him?  I think you're trying so hard to overcome one character's weakness that you're overcompensating.  I think a better answer would be to give the heavy characters faster weak attacks so that they can return the favor.  If a Pichu player and a Bowser player got into a slapping match, Bowser would win by attrition, so it would cease to be a viable strategy for the Pichu player.