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« on: November 10, 2010, 04:56:50 PM »
I was gonna make a thread about how future Master's weapons in general should work, but that would have been massive, and just this alone will be tl;dr for a lot of people. Obviously you don't have to list them all like I did, but just the ones you have a neat idea for, if you're gonna list any.
And I didn't put it in "suggestions" since it's kinda just musing like the "future robots' chats and taunts" thread or whatever. Not that the ideas in here should go unnoticed, especially since the MM7 expansion's already being worked on so input on the weapons may be a serious topic sometime soon.
Anyway, here's my ideas!
Danger Wrap: It'll go forward while rising upward in an arc like Air Shooter or Silver Tomahawk, but have a very low velocity (moves slowly) and very slow firing speed between shots, in addition to taking a lot of weapon energy per use. The payoff for being able to actually nail someone with this? It picks them up, rendering them incapable of acting for a couple seconds before exploding and dealing heavy damage. Could also be used to put someone over a pit or other hazard. May be imbalanced for Roboenza.
Thunder Bolt: A reasonably slow-firing, medium-velocity weapon--very much like the Thunder Beam--that splits into two smaller, faster, but weaker bolts upon hitting an enemy or wall. I'd imagine it being about as fat as a fully-charged Atomic Fire and thus easier to hit with--and slightly more damaging per shot than--Thunder Beam, but a bit slower in both firing speed and velocity.
Junk Shield: Now, it's hard to imagine this working too differently from the Star Crash since it's easily the most offensively viable shield in the Mega Man series, but we can't just have the same weapon. I'm thinking of a sort of "counterattack" shield that only lowers but doesn't nullify received damage (i.e. having some "armor" in Doom) and whenever someone shoots you while it's activated a small piece of junk (think a piece of Dust Crusher after splitting) shoots off in the direction of the attacker. It drains constantly while in use and can be shot prematurely to cause three such small junk pieces to fly out in three random but equally spaced apart directions.
Freeze Cracker: A large, reasonably powerful, decent velocity ice bolt is sent flying forward; upon hitting a wall, it'll split into four smaller icebolts that ricochet in an even pattern fanning outward horizontally. It should fire fairly slowly between attacks but a bit faster than Crystal Eye, its "sister" weapon of sorts.
Slash Claw: Now this one will be fun. It produces a Rolling Cutter-thin "blade" in front of the user, about 2-3 player hitboxes' length, that's very highly damaging, but obviously short-ranged and requiring of precise aim. The time between attacks should be reasonably steep, like 1.5 seconds between each swing, no rapid clawing so if you miss it matters, but if you hit it's satisfying.
Wild Coil: Now, I can't decide; should it throw two springs in a V-pattern like a split Gyro Attack or should it shoot one spring directly in front of you and one directly behind? The second option would make it easier to use but the one going behind would be weird, since you can't see behind yourself in an FPS... I'm sure it'd still be useful though, such as with chasing infected in Roboenza. Either way, it should, of course, be chargeable to make it more powerful and "fatter"/easier to hit with.
Noise Crush: A small, fast, reasonably rapid-firing purple wave of sound, but nothing too special--until you hit a wall with it. It'll reflect directly back toward you despite what angle you hit the wall at, and if you catch it, you'll enter a charged-up state that will produce a bigger, stronger blast, but one which doesn't ricochet.
Scorch Wheel: Summons a ring of fireballs that act as a shield (a highly damaging but non-defensive one, like Star Crash) for about a second before automatically flying off in whatever direction you're facing, falling downward with gravity if it rolls off a ledge or is released from the air. Very slow between shots and without the highest velocity despite being a wheel, but very damaging.
Super Adapter: A special item found rarely on maps like the Proto and Bass busters. Using it will grant you a white and red color scheme and you'll be able to double-jump and charge your buster to release a fist projectile that has good velocity and a Magnet/Dive Missle-style "homing" ability, but not a great range. Normal shots should be slow a la Proto Buster methinks for balance.
Soo any tweaks to these ideas that should be made, or your own unique ideas? I think Junk Shield in particular may be a really fun one to toss around ideas about, and I wonder if we could figure out a way to implement Rush Search without it being the same thing as Flip-Top?