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Author Topic: The Idea(s) Topic  (Read 188392 times)

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December 05, 2014, 10:26:34 AM
Reply #480

Offline LarissaFlash

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Re: The Idea(s) Topic
« Reply #480 on: December 05, 2014, 10:26:34 AM »
What if you think in Ideas that don't add new and useless things?Look who's talking, the one that didnt even suggest something
For example, how'd Splash Trident work?

December 05, 2014, 10:59:37 AM
Reply #481

Offline Korby

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Re: The Idea(s) Topic
« Reply #481 on: December 05, 2014, 10:59:37 AM »
while i'm not particularly sure what that first bit's about, i can mention at least how i imagined splash trident working in the realm of classes.
basically, the attack would ignore armor. it would deal the same amount of damage to every class, but wouldn't deal buttloads of damage because that'd be lame.

i think lego's original laser trident went faster the longer it existed, so core will probably use something similar to that
i'm not too fond of that myself, but i can't really think of anything better at the moment.

December 05, 2014, 01:52:52 PM
Reply #482

Offline Russel

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Re: The Idea(s) Topic
« Reply #482 on: December 05, 2014, 01:52:52 PM »
In my work in progress build of the Megaman 9 weapons, Laser Trident is a ripper that moves faster and deals more damage the longer it exists, up to a cap I can't recall offhand.

Also in the same testing build, Plug Ball is a Bubble Lead that bounces when it hits a wall to differentiate it from Search Snake and Ice Wave. I'm perfectly aware this is no where near accurate but it works.

If you really want new and useless, ask about Jewel Satellite. :ugeek:

December 05, 2014, 02:05:12 PM
Reply #483

Offline ScrapHeap

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Re: The Idea(s) Topic
« Reply #483 on: December 05, 2014, 02:05:12 PM »
How about that Jewel Satellite?

December 05, 2014, 04:42:09 PM
Reply #484

Offline Stardust

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Re: The Idea(s) Topic
« Reply #484 on: December 05, 2014, 04:42:09 PM »
If I were a dev I'd make Jewel Satellite a shield giving total invulnerability to attacks (it wouldn't prevent death from quick beams or death pits, that's Skull Barrier's feature). Like Skull Barrier, it would consume ammo as long as it's used, but unlike Skull Barrier, each hit taken (each hit nullified by the shield) would reduce the shieldcaster's ammo.
That would be fairly different and requires a different strategy to take down : assuming the best way to defeat the user using Jewel Satellite is to force it to drain the ammo down to 0, you should rather play with fastfiring (Needle/Aqua's weapons) and ripping weapons (Yamato/Metal) as they damage quickly (fastfiring weps) or multihit (rippers) the victim. Hard Knuckles and the other concentrated, powerful attacks wouldn't be effective.
For the thrown shield, a simple solid ~20 damage-like big projectile could be good. If it's turned into a ripper then a 10-damage like, still with a large hitbox. Last option could be a weak shield, but that nullifies every projectile it contacts with.
In a nutshell I'd see this shield as a pure defensive shield.

December 05, 2014, 05:42:33 PM
Reply #485

Offline Russel

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Re: The Idea(s) Topic
« Reply #485 on: December 05, 2014, 05:42:33 PM »
The version I had built previously was a a shield that nullified a good chunk of damage percentage and took ammo while it was up. The only reason I didn't do the damage-nullification-based ammo consumption was because it would require some means of detecting whether the player is struck and there isn't really an easy way to do that without using armor.
It also used a sub-ammo system where the first use of Jewel Satellite created the shield, taking an amount of ammo, and the you could fire it four times with approximately 15 damage a piece.

I forgot to mention. This version of the weapon lacks hard counters intentionally and is likely very broken.

December 07, 2014, 01:35:27 AM
Reply #486

Offline Duora Super Gyro

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Re: The Idea(s) Topic
« Reply #486 on: December 07, 2014, 01:35:27 AM »
Quote from: "Stardust"
If I were a dev I'd make Jewel Satellite a shield giving total invulnerability to attacks (it wouldn't prevent death from quick beams or death pits, that's Skull Barrier's feature). Like Skull Barrier, it would consume ammo as long as it's used, but unlike Skull Barrier, each hit taken (each hit nullified by the shield) would reduce the shieldcaster's ammo.
That would be fairly different and requires a different strategy to take down : assuming the best way to defeat the user using Jewel Satellite is to force it to drain the ammo down to 0, you should rather play with fastfiring (Needle/Aqua's weapons) and ripping weapons (Yamato/Metal) as they damage quickly (fastfiring weps) or multihit (rippers) the victim. Hard Knuckles and the other concentrated, powerful attacks wouldn't be effective.
For the thrown shield, a simple solid ~20 damage-like big projectile could be good. If it's turned into a ripper then a 10-damage like, still with a large hitbox. Last option could be a weak shield, but that nullifies every projectile it contacts with.
In a nutshell I'd see this shield as a pure defensive shield.

Assuming I read this correctly, what your saying is that it would give invincibility like skull barrier and use up ammo the same way as well, but can be shot at opponents, and if the barrier is hit by an attack, the ammo will decrease more depending on the weapon, with ripper weapons doing more.

December 13, 2014, 08:41:00 PM
Reply #487

Offline kirbymariomega

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Re: The Idea(s) Topic
« Reply #487 on: December 13, 2014, 08:41:00 PM »
An idea for a talented map-maker.

Combine a ton of different clashing tilesets and hazards into one cohesive stage. Like, eight different themes.

i.e. a stage combining aspects of Time Man, Crash Man, Snake Man, Bright Man, Wave Man, Centaur Man, Shade Man, and Frost Man.

Also weapons based on the Smash Bros. series or Kirby's Copy Abilities (if the expansion isn't still being made).

December 13, 2014, 10:20:54 PM
Reply #488

Offline Knux

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Re: The Idea(s) Topic
« Reply #488 on: December 13, 2014, 10:20:54 PM »
Quote from: "kirbymariomega"
Combine a ton of different clashing tilesets and hazards into one cohesive stage. Like, eight different themes.
See the PU expansion's MMPDW2 and, in the core, MMBDW1(?).

January 09, 2015, 04:53:09 PM
Reply #489

Offline DrMario2

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Re: The Idea(s) Topic
« Reply #489 on: January 09, 2015, 04:53:09 PM »
How about a map based on Moba games, Like League and Dota?

January 09, 2015, 05:49:47 PM
Reply #490

Offline BookofDobson

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Re: The Idea(s) Topic
« Reply #490 on: January 09, 2015, 05:49:47 PM »
Ew ew ew
God no

January 10, 2015, 11:46:27 PM
Reply #491

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #491 on: January 10, 2015, 11:46:27 PM »
He said maps, not mods, doesn't sound like too bad an idea to be honest.

January 10, 2015, 11:56:32 PM
Reply #492

Offline BookofDobson

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Re: The Idea(s) Topic
« Reply #492 on: January 10, 2015, 11:56:32 PM »
B-but... how in the world will that work?

#jumpmazewithoutthejump

January 11, 2015, 12:08:14 AM
Reply #493

Offline LlamaHombre

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Re: The Idea(s) Topic
« Reply #493 on: January 11, 2015, 12:08:14 AM »
I started a map based off League's Twisted Treeline a while back, but I was never really motivated enough to finish it.

It's possible, but it requires plenty of creative liberties.

January 11, 2015, 02:23:35 AM
Reply #494

Offline Hallan Parva

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Re: The Idea(s) Topic
« Reply #494 on: January 11, 2015, 02:23:35 AM »
what about Crystal Scar or whatever it's called

the big circle with all those sexy BOOST PADS