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Author Topic: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's needed!  (Read 187494 times)

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January 24, 2013, 07:18:05 PM
Reply #765

Offline ChaoticChao

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #765 on: January 24, 2013, 07:18:05 PM »
In case anyone has been wondering, I come up with these ideas by thinking to myself, "What game series doesn't have a hale?" and I think of 1-3 for each answer and I will submit a few at a time for anyone else to add on and/or give feedback.

January 24, 2013, 07:28:05 PM
Reply #766

Offline BiscuitSlash

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #766 on: January 24, 2013, 07:28:05 PM »
Name: Whack-a-Hale
Skin: Rush virus from BN
Health: About 3 times the number of survivors. Only ever receives scratch damage, so his hp is how many hits he can take.
Speed: 0x
Weapon: None
Rage: Not sure
SJ: None
Description: This hale appears at one of the spawning points. All the other players have around 5-10 seconds to attack the hale (time is inversely proportional to the starting amount of survivors). If the hale gets attacks, he loses 1 hp and hides in the ground, reappearing at another spawn point. If the players do not attack him in time, he hides back in the ground and respawns but a random survivor will be instantly killed by a lightning bolt.

January 24, 2013, 09:21:44 PM
Reply #767

Offline ChaoticChao

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #767 on: January 24, 2013, 09:21:44 PM »
That is a bit op for a big stage when there is little survivors on the field like ShadeMan's stage or Mr. X's stage with only 3 survivors.

January 24, 2013, 09:44:53 PM
Reply #768

Offline Rozark

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #768 on: January 24, 2013, 09:44:53 PM »
Quote from: "ChaoticChao"
That is a bit op for a big stage when there is little survivors on the field like ShadeMan's stage or Mr. X's stage with only 3 survivors.

Not really, that's the fun/excitement behind the hale

January 24, 2013, 10:21:27 PM
Reply #769

Offline GameAndWatcher

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #769 on: January 24, 2013, 10:21:27 PM »
Also sounds UP in the actual Hale stages, the survivors would just need to be near the spawn area and spam the spammy weapons.

January 25, 2013, 10:11:56 PM
Reply #770

Offline ETgaming1

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #770 on: January 25, 2013, 10:11:56 PM »

January 26, 2013, 01:12:16 AM
Reply #771

Offline ChaoticChao

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #771 on: January 26, 2013, 01:12:16 AM »
I have decided to give 2 more ideas, but I'm not giving added info yet. The 2 are Mewtwo and MissingNo.

January 26, 2013, 01:44:44 AM
Reply #772

Offline Accel

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #772 on: January 26, 2013, 01:44:44 AM »
Here's an idea I've had for a bit. I was thinking... for a mod on a game that's all about Megaman, we're missing something vital. A Megaman themed Hale. I saw a while back that there was a suggestion for Omega, but I had another thought... a boss that tormented many kids growing up with Megaman. The first hopeless boss fight of many a gamer.

Name: Vile [Ride Armor]
Skin: Undecided at this point in time.
Health: I'm not quite sure what a balanced amount would be, so I would like you guys to judge based on the rest of the description I give.
Weapon: Ride Armor Fists - Like most Hales, Vile excels at close combat. Unlike most other bosses, he does not kill in a single hit, but rather three. To make up for such a large difference in power compared to rest of the Hales, his punches have slightly less cooldown.
Rage: This one was one I was thinking about for a while, as Vile typically only employs physical combat whilst in his ride armor, so I decided to get a little creative. The two options are...
Paralysis Cage: Based off of what Vile traps Zero in during the events of Megaman X, when enraged, the player can hit the Alt-Fire button to lay down several snares. These snares will trap players for several seconds at a time, allowing Vile to swiftly swoop in and finish them off. To make sure that this isn't abused, the snares could despawn after a set period of time, or only a set number can exist at once. Furthermore, they could be somewhat easy to spot.
Plasma Salvo: This is more based on Vile whilst he's outside of his armor. Vile prepares his cannon, and fires off a salvo of energy in the area surrounding him. This is an AoE attack, and would have slightly more range than the Seeman's Rage. However, the attack renders Vile completely immobile during its duration.
Super Jump: I would assume that he would have a normal Super Jump, or perhaps a short flying ability?
Description: Hailing from the year 21XX, Ex-Maverick Hunter Vile has found his way into the past. Upon spotting several 'inferior' robots, including the very robot that was the inspiration for his one and only rival, Vile decides it's time to send every last bot of this generation to the scrap heap.
What Vile lacks in power, he makes up with the superior speed of his Ride Armor. The mobility it grants him gives him the ability to swiftly dispatch his foes.

Aaaand, that's about all I've got after maybe a few hours of thinking? I realize it's probably not the most creative idea, but I thought it'd be worth a shot. Basically, the concept is a fast Hale, who specializes in accumulating damage on his foes over time, as well as employing traps into his strategy.

EDIT: I forgot the theme. I'd imagine it'd be...

January 26, 2013, 04:35:04 AM
Reply #773

Offline Galactan

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #773 on: January 26, 2013, 04:35:04 AM »
Quote from: "Accel"
Here's an idea I've had for a bit. I was thinking... for a mod on a game that's all about Megaman, we're missing something vital. A Megaman themed Hale.

We do have Pissed Off Roll and Ra Thor Reborn...

January 26, 2013, 04:37:40 AM
Reply #774

Offline That One Boss

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #774 on: January 26, 2013, 04:37:40 AM »
(click to show/hide)

January 26, 2013, 04:38:49 AM
Reply #775

Offline Accel

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #775 on: January 26, 2013, 04:38:49 AM »
Quote from: "Galactan"
We do have Pissed Off Roll and Ra Thor Reborn...
...how in the... how did I... excuse the idiot moment. I still felt like bringing in that idea though.

January 26, 2013, 04:51:38 AM
Reply #776

Offline Kapus

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #776 on: January 26, 2013, 04:51:38 AM »
Quote from: "Galactan"
Quote from: "Accel"
Here's an idea I've had for a bit. I was thinking... for a mod on a game that's all about Megaman, we're missing something vital. A Megaman themed Hale.

We do have Pissed Off Roll and Ra Thor Reborn...
Accel still has a bit of a point, though. There are about 15 or 14 hales total and only two of them are actual Mega Man characters.
Roll is a pretty silly hale, anyway.

January 26, 2013, 05:02:32 AM
Reply #777

Offline fortegigasgospel

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #777 on: January 26, 2013, 05:02:32 AM »
Sunstar Awakened hale. Apollo Absolute hale. Full Power R-Shadow hale (with hale version copy weps). Saberless Zero Activated hale.
Ra Thor is in here so I think Apollo and R-Shadow can't be whined about. All 4 would make for a good set of uber powerful characters from classic (Zero fitting because Wiy creation and all) just remember pre-X2 Zero so NO Z-saber, cause he wouldn't have it if he ever activates in classic.

January 26, 2013, 05:23:04 AM
Reply #778

Offline Galactan

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #778 on: January 26, 2013, 05:23:04 AM »
Obscure anime reference gooooooooo
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January 26, 2013, 05:27:57 AM
Reply #779

Offline CHAOS_FANTAZY

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #779 on: January 26, 2013, 05:27:57 AM »
Well I was considering doing some Mega Man Hale sketches (I already did Copy Robot, for one, but also I considered sketching Invincible Airman, Epic Pharaohman, and perhaps an Assassin Shadowman as well), but I decided against them for now considering that the other not-so-Megaman-related hale sketches I put out tend to be more interesting.  Really, the big notorious enemies in Mega Man history are really large and not fit for Vs. Saxton Hale to begin with.

...Yep.  I came with a sketch.  I said I'd do it.
...I can hear my reputation sinking already.
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