0 Members and 1 Guest are viewing this topic.
OK, so as much as I enjoy the idea of having obscure game classes, I'm going to be honest with you, FGG- a lot of 'em are pretty darn boring. The problem stems from you simply trying to use only their in-game attacks, when classes gives you room to expand upon attack strategies on something a Robot Master doesn't show in games or the cartoon, but should logically have. Take a look at Dust Man for example- he never fired small bits of junk, nor did he ever fire actual buster shots. He didn't have a junk meter, he just shot junk. Skull never had a hyper mode, Magnet never had a magnet push, Air never had the actual Air Shooter, Bubble couldn't flood, Knight couldn't dash hit with his sword shield, Junk never PAWNCHED nor did he fire the giant scrap block of death... I think. It's been a while since I played 7. Anyway, Snake never climbed, Shadow never turned invisible, Dive never had- oh wait, no, he did in Power Battles. The point is, basing these classes strictly off their games is hard, especially with the DOS games and their rather simplistic Robot Master AI. It's also hard with Dreamwave (a comic) and the Constellations (way way different battle structure). The only one that really had anything different was R&F2, and even that game had few unique attacks in them- most of the bosses resorted to sliding or levitating into you. Thus, you've gotta be crafty about this.For example: (click to show/hide)Sonic ManSpeed: AverageMain: Sonic Wave: Faster firing, weaker Gemini Laser. Has a faster cooldown and depletes ammo somewhat slowly, but takes a while to charge up.Alt: Trident Thrust: Strong ripping melee attack.Passive: A small minimap appears at the bottom corner of the screen. Should anyone move into the perimeter of this space, they appear on it as well. Weapons and items do not appear. This is like how sonar can locate things nearby.When thinking of classes, one has the freedom of being as free thinkers as they wish. You don't have to be weighed down by the game just to make these things you know.
Why a trident thrust?
The biggest differences between yours and mine is yours has a melee attack, mine uses the move he actually uses in game (He never used Sonic Wave in DOS), and mine has the swimming (again something he actually does) over a sonar mini-map.
Shark never bit. Volt never punched. Torch never swatted. Oil never oil slicked. Blade never had increased firing rate or spinned his blade. Dyna never threw straight forward. Wave never rapid fired.
I don't think Express had to stop moving to recharge and the machine gun is only there do to a sprite having it (I had a mine for his main at first). And Multi I wanted to try and keep things from not being identical to either class' Gemini Mans, and again was also different before you read it (he shrunk as he died).
Also I did my best to come up with ideas for the Constellation droids, since most of their attacks in game involved punching you and the occasional special weapon, so I'd say I did a decent job at coming up with ideas for them.
As for Dust, he inhales, and clearly shows dust being sucked into him, which he compacts into the junk.The Magnet push is an added thing to the classes Magnet pull, to counter the fact magnet pull simply did damage cause it pulled you into him.
QuoteThe biggest differences between yours and mine is yours has a melee attack, mine uses the move he actually uses in game (He never used Sonic Wave in DOS), and mine has the swimming (again something he actually does) over a sonar mini-map.The sonar mini-map is different. Swimming should just be kept to Bubble Man- heck, if you went off that logic, Mega should technically swim- he could in 8 and DOS! I suppose the mines could be kept, but they'd need to be made more exciting. As I said before, Air uses the Air Shooter, so the Sonic Wave should be fine to use.
QuoteShark never bit. Volt never punched. Torch never swatted. Oil never oil slicked. Blade never had increased firing rate or spinned his blade. Dyna never threw straight forward. Wave never rapid fired.Biting: Cool and sharky, keep.Punch: Too weak and doesn't take advantage of his electricity powers. Plus, the battery gimmick might be difficult...Blowtorch: Firey but way way too weak.Oil Slick: It'd be interesting to see this in action, but it'd probably be difficult to do.Fire Rate and Spinning: The increased fire rate would be OK, but the blade spinning is already used by Metal Man, and will most likely be utilized by Wheel Cutter and Nitro Man.Throwing Stuff: The forward throwing is way too strong, and the whole jump thing is boring. A super jump kind of thing should only be given to Robots who actually used jumping as a main weapon (Toad).Rapid Shoot: It's just kind of boring. Why not include a sort of actual wave attack that works like a horizontal Water Wave?
QuoteAlso I did my best to come up with ideas for the Constellation droids, since most of their attacks in game involved punching you and the occasional special weapon, so I'd say I did a decent job at coming up with ideas for them.Again, the punches are just boring.
By the way, Sav, all of them are skinned.
Idea: Slender VSGamemode: 1 Frag DuelHow does it work: I have two different plans for this.Plan AAt the start of the round, both players are spawned on opposite ends of the map and 12+ notes would be placed in set spots of the map. The goal of Slender is to catch the Survivor, by camping strategical spots, approaching from behind, gradually draining their health. The goal for the survivor is to avoid Slender. He can use his flashlight to stun him (at the cost of gradually losing health as he does), and has to collect those 12+ notes, which will allow the flashlight to "kill" the Slender but with a "special" kill screen for the survivor.Plan BSimilar to Plan A, except there are no set notes. As the Survivor is stunned and with his screen "blacked out", Slender has to plant them in specific spots and then he has to return to where he spawned in order to truly begin the game.Maps: Any map will do if Plan B is used. However, if Plan A is used, the maps would need to be made from scratch, featuring linedef trees, etc. The Ghouls Forest could work, but it could perhaps be extended.
Wait how can Slender win after all 12+ notes are found? If the player starts losing health, I think he'd notice and turn around and kill Slender. Besides that, holy crap yus
Slender has to kill the survivor before all notes are found by the survivor. Or be smart enough to camp specific notes
Maps: Any map will do if Plan B is used. However, if Plan A is used, the maps would need to be made from scratch, featuring linedef trees, etc. The Ghouls Forest could work, but it could perhaps be extended.