Link to original post: [drupal=701]Balancing the Budget[/drupal]
All the changes that have been considered and brainstormed in this blog are pointless mental exercises if we cannot possibly actually implement them. After all, we could never create a new game disc with all the changes we want to the game, and even if we could, that would be a million kinds of illegal.
We can only modify the game through injecting lines of code at the booting of the game. Given our current capabilities of dealing with the Wii, we are limited to 256 lines of code. As an example, "no tripping" takes 2 lines, while that Melee airdodge hack takes over 80. If we can only make a limited number of changes, we need to establish what takes priority.
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First, I am going to leave 16 lines of code for overhead. This will include things like no tripping, unbound pause camera, and perhaps modifications to default settings or replay limits. That leaves us 250 lines.
Second, I advocate including that grab-escape system I made. Having the grab-escape system solves all of our infinite grab problems (except grab release) and removes much of the need to modify DDD, G&W, Falco, and ICs. It is also the only new game mechanic (besides no tripping) that I think could be widely accepted. It's a discrete change that can be easily learned without interfering with how one plays vanilla brawl. I'm going to ballpark here and say that this should take about 40 lines of code. (If the throw code is player specific for some reason and it takes 4 times as much, then this idea would be out the window and we'd have to look at nerfing individual throws instead.) That puts us at 210 lines of code left.
Third, I also propose an anti-ledge-stalling measure. This would be difficult to do, if there wasn't already a similar system in the game that we can hypothetically link to! Tethers are already allowed only 3 tethers of the edge. I say we try to extend that limitation to ALL edge grabs; you can only grab the edge 3 times before touching solid ground again, or else you simply won't grab it. This could very well be impossible, if the edge-grab action is activated by the stage and not the character, or if the tether limitation code is only stored locally for each character and cannot be referenced properly by others... it's also possible that Up-Bs would NOT count towards this limit, I'm not sure... but I think if we could, this is a change worth implementing. I'm going to throw out another BS estimate and say that this would take 30 lines of code, leaving us with 180.
Fourth, Meta-Knight and Snake. Metaknight is straight-forward to nerf, but requires multiple changes instead of easy blanket ones. Snake is harder, especially since any realistic setting makes my pipe dream of dual C4s go out the window.
Meta-Knight: (18)
-Drastically decrease D-Smash knockback growth.
-Drastically decrease Up-B base knockback.
-Decrease tornado mobility.
Snake: (12)
-Slightly decrease weight.
-Drastically reduce f-tilt knockback growth.
-Drastically reduce u-tilt knockback growth.
Isolating specific moves to modify is going to have more overhead, but these two characters require the exact changes given. Ideally these six changes should only take about 30 lines of code, maybe even less.
With 150 lines left, I don't think we have the ability to go tinkering around with the other top or high tier characters. Our remaining budget would probably be best spent buffing the mid and low tiers.
So fifth, let's start from the bottom:
Captain Falcon: (14)
+ Increase weight.
+ Increase attack ratio.
+ Increase Up-B distance.
+ Decrease Side-B lag.
Link: (12)
+ Increase weight.
+ Remove free-fall stun state from Up-B.
+ Increase Up-B vertical distance.
Ganondorf: (10)
+ Increase weight.
+ Increase global attack ratio.
+ Increase Up-B distance.
Jigglypuff: (12)
+ Increase bair damage.
+ Increase nair damage.
+ Increase uair damage.
Sonic: (12)
+ Increase weight.
+ Downward knockback on spring.
+ Decrease initial lag on f-smash.
Yoshi: (8)
+ Increase weight.
+ Drastically increase egg duration.
Samus: (6)
+ Increase weight.
+ Increase attack ratio.
Squirtle: (4)
+ Increase weight.
Ivysaur: (10)
+ Increase weight.
+ Increase attack ratio.
+ Increase dair boost.
Charizard: (6)
+ Increase weight.
+ Increase attack ratio.
Mario: (8)
+ Increase Up-B distance.
+ Increase Down-B knockback.
Ness: (12)
+ Decrease grab-break stun.
+ Increase d-throw damage.
+ Decrease Side-B lag.
Lucas: (8)
+ Decrease grab-break stun.
+ Drastically increase Down-B knockback growth.
+ Drastically increase bair base knockback.
Shiek: (8)
+ Increase fair base knockback.
+ Increase uair base knockback.
Ike: (6)
+ Increase weight.
+ Increase attack ratio.
Peach: (6)
+ Increase "dot" and "stitchface" turnip percent.
Zamus: (4)
+ Increased weight.
Wario: (4)
+ Decrease jump-break stun.
I just typed up a list of exactly what I think the new weights for each character would be. I might post that in the future. For now... I need a break.
All the changes that have been considered and brainstormed in this blog are pointless mental exercises if we cannot possibly actually implement them. After all, we could never create a new game disc with all the changes we want to the game, and even if we could, that would be a million kinds of illegal.
We can only modify the game through injecting lines of code at the booting of the game. Given our current capabilities of dealing with the Wii, we are limited to 256 lines of code. As an example, "no tripping" takes 2 lines, while that Melee airdodge hack takes over 80. If we can only make a limited number of changes, we need to establish what takes priority.
<!--break-->
First, I am going to leave 16 lines of code for overhead. This will include things like no tripping, unbound pause camera, and perhaps modifications to default settings or replay limits. That leaves us 250 lines.
Second, I advocate including that grab-escape system I made. Having the grab-escape system solves all of our infinite grab problems (except grab release) and removes much of the need to modify DDD, G&W, Falco, and ICs. It is also the only new game mechanic (besides no tripping) that I think could be widely accepted. It's a discrete change that can be easily learned without interfering with how one plays vanilla brawl. I'm going to ballpark here and say that this should take about 40 lines of code. (If the throw code is player specific for some reason and it takes 4 times as much, then this idea would be out the window and we'd have to look at nerfing individual throws instead.) That puts us at 210 lines of code left.
Third, I also propose an anti-ledge-stalling measure. This would be difficult to do, if there wasn't already a similar system in the game that we can hypothetically link to! Tethers are already allowed only 3 tethers of the edge. I say we try to extend that limitation to ALL edge grabs; you can only grab the edge 3 times before touching solid ground again, or else you simply won't grab it. This could very well be impossible, if the edge-grab action is activated by the stage and not the character, or if the tether limitation code is only stored locally for each character and cannot be referenced properly by others... it's also possible that Up-Bs would NOT count towards this limit, I'm not sure... but I think if we could, this is a change worth implementing. I'm going to throw out another BS estimate and say that this would take 30 lines of code, leaving us with 180.
Fourth, Meta-Knight and Snake. Metaknight is straight-forward to nerf, but requires multiple changes instead of easy blanket ones. Snake is harder, especially since any realistic setting makes my pipe dream of dual C4s go out the window.
Meta-Knight: (18)
-Drastically decrease D-Smash knockback growth.
-Drastically decrease Up-B base knockback.
-Decrease tornado mobility.
Snake: (12)
-Slightly decrease weight.
-Drastically reduce f-tilt knockback growth.
-Drastically reduce u-tilt knockback growth.
Isolating specific moves to modify is going to have more overhead, but these two characters require the exact changes given. Ideally these six changes should only take about 30 lines of code, maybe even less.
With 150 lines left, I don't think we have the ability to go tinkering around with the other top or high tier characters. Our remaining budget would probably be best spent buffing the mid and low tiers.
So fifth, let's start from the bottom:
Captain Falcon: (14)
+ Increase weight.
+ Increase attack ratio.
+ Increase Up-B distance.
+ Decrease Side-B lag.
Link: (12)
+ Increase weight.
+ Remove free-fall stun state from Up-B.
+ Increase Up-B vertical distance.
Ganondorf: (10)
+ Increase weight.
+ Increase global attack ratio.
+ Increase Up-B distance.
Jigglypuff: (12)
+ Increase bair damage.
+ Increase nair damage.
+ Increase uair damage.
Sonic: (12)
+ Increase weight.
+ Downward knockback on spring.
+ Decrease initial lag on f-smash.
Yoshi: (8)
+ Increase weight.
+ Drastically increase egg duration.
Samus: (6)
+ Increase weight.
+ Increase attack ratio.
Squirtle: (4)
+ Increase weight.
Ivysaur: (10)
+ Increase weight.
+ Increase attack ratio.
+ Increase dair boost.
Charizard: (6)
+ Increase weight.
+ Increase attack ratio.
Mario: (8)
+ Increase Up-B distance.
+ Increase Down-B knockback.
Ness: (12)
+ Decrease grab-break stun.
+ Increase d-throw damage.
+ Decrease Side-B lag.
Lucas: (8)
+ Decrease grab-break stun.
+ Drastically increase Down-B knockback growth.
+ Drastically increase bair base knockback.
Shiek: (8)
+ Increase fair base knockback.
+ Increase uair base knockback.
Ike: (6)
+ Increase weight.
+ Increase attack ratio.
Peach: (6)
+ Increase "dot" and "stitchface" turnip percent.
Zamus: (4)
+ Increased weight.
Wario: (4)
+ Decrease jump-break stun.
I just typed up a list of exactly what I think the new weights for each character would be. I might post that in the future. For now... I need a break.