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Elemental Effects

Cubelarooso

Smash Lord
Joined
Mar 19, 2007
Messages
1,614
Location
[Hide my Location]
Attacks with properties should show those properties in their effects and not just their appearance. For example, ice and grass attacks already do by freezing you and putting a life-draining flower on your head.

Fire could be unblockable with attacks. If you attack something flaming with a non-disjointed hitbox, it still effects you, rather than disapating like other things. The database over at GameFAQs says it does this already, but I've tried it and they don't work.
Electricity could charge people, as represented by the already present sparks (though they'd last longer, the exact length depending on the attack's strength and enemy's percent). Anyone/thing the enemy touches (except you) before the sparks disappear would recieve the effects from the attack (diminshed based in how long it's been) . The effects for fire and electricity could be reversed, but I like it this way.
Purple stuff could decrease the enemy's speed in all areas, jumping ability, strength, and DIing ability for its duration (which would again be based on strength and percent, but not last). The graphical effect should also look less like fire.

This'd make stuff more interesting, and would create more differences between most clones.
 

KevinM

TB12 TB12 TB12
BRoomer
Joined
Jan 30, 2007
Messages
13,625
Location
Sickboi in the 401
And also be extremely annoying in competitive play and would take away a lot of stratagies by having defensive games where its all avoid the purple stuff...

Good Idea
But No
 

fluffy

Smash Champion
Joined
Nov 18, 2005
Messages
2,037
Location
NJ/NY
in melee and some parts of 64, electricity did stun. fire did burn. ice did freeze. rocks did hurt. lasers were annoying, and dark purple thingy looked cool.

i dont want it to be more complicated that that.
 

Dylan_Tnga

Smash Master
Joined
Feb 19, 2007
Messages
4,644
Location
Montreal Canada
Attacks with properties should show those properties in their effects and not just their appearance. For example, ice and grass attacks already do by freezing you and putting a life-draining flower on your head.

Fire could be unblockable with attacks. If you attack something flaming with a non-disjointed hitbox, it still effects you, rather than disapating like other things. The database over at GameFAQs says it does this already, but I've tried it and they don't work.
Electricity could charge people, as represented by the already present sparks (though they'd last longer, the exact length depending on the attack's strength and enemy's percent). Anyone/thing the enemy touches (except you) before the sparks disappear would recieve the effects from the attack (diminshed based in how long it's been) . The effects for fire and electricity could be reversed, but I like it this way.
Purple stuff could decrease the enemy's speed in all areas, jumping ability, strength, and DIing ability for its duration (which would again be based on strength and percent, but not last). The graphical effect should also look less like fire.

This'd make stuff more interesting, and would create more differences between most clones.
hmm... um...... no. ;)
 

Defiance

Smash Apprentice
Joined
Jul 10, 2002
Messages
136
Location
The Center of the Sun, boiling water.
so basically turn Direct damage attacks into Damage over time? and a few with slow or some other annoying effect? Sounds like you'd get to the same place, just by a different means. I'd rather hit someone for 20% than for 15% and have 5% over the next 5 seconds. They'd have to be balanced really well though, else some of them'd be abused.

I personally think it's a great idea, granted it's done right. It could lead to overcomplication and cheap tactics though.
 
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