Placebo Effect
Smash Apprentice
Since every company lately has been running out of ideas and using others in their own games, I think that at the very least this one should be used in the next Smash. Actually I thought it should have been implemented a bit after I got into competing in Brawl.
Anyways what my (Sammy/Aksys', I dunno) idea was was to have some sort of 3v3 mode like in Guilty Gear Advance. Where each player gets to pick 3 characters, 1 per stock, and they can't pick the same one twice, and fight with them.
It could work the same with Pokemon Trainer, of course he would probably need a faster switch time, and maybe characters like him could be picked more than once.
And my other idea, which I got before I quit Brawl for Quake awhile back, was somewhat of a competitive view on items without being the Item Standard Ruleset or whatever that nobody uses.
For any of you who haven't seen a Quake match of 1-4 or Live, just not Enemy Territory because we don't talk about that game
, or anything like it
, it's a First Person Shooter with an emphasis on item control and movement, since they spawn on certain timers and give a boost, usually armor or health or even Quad Damage
, Battlesuits, or Invisibility in games with more than 2 people.
Match starts at 3:55, but it has been slowed down at certain points to explain what's going on. http://www.youtube.com/watch?v=XdkDjsBiO58
Here's one that hasn't been. http://www.youtube.com/watch?v=wRpRvK25Eqw
Except Mega Health (+100 HP, would be -) and Small Health (+5 HP) would take you to -% when low enough and armors would probably have to block 1/2 of damage instead of 2/3ds, etc. Also no/minimal weapons, you get the idea.
Now because Smash is so much more focused on map control than most other fighters, I thought that maybe, just maybe combining these things could add another, more tactical element to the game.
Of course it's a fighting game and I understand that, I've been in the community for several years now, but that is not my point.
I just think it could be good as a side mode, for those who prefer that style of play. Spawns could be placed in areas that are hard to camp out, timers could be long enough so that they aren't always interrupting fights, and the game could, hopefully, be less campy to begin with for this to work in a game like Smash.
A mode like this would have to have different rules though, either being a higher stock counter or time only (ok maybe not) because in Quake and in a mode like this, it's all about control and stat exchanges (of course skill is also a factor) and not only can power switch in a single grab of an important item, but frag counts can be very high.
But what I don't want to see is too many game modes, they have the power to separate the community too much just like mods did with Quake 3 and what it near felt like they were doing with Brawl back in the Brawl+, -, =, ×, ÷, π, , whatever days, as much as I like Brawl-.
Anyways I'm done for now, it's late, there's so much more they could do to make Smash in general better I know, and I do want to compete in it again, but I guess we'll have to wait and see until the next one comes out.
Anyways what my (Sammy/Aksys', I dunno) idea was was to have some sort of 3v3 mode like in Guilty Gear Advance. Where each player gets to pick 3 characters, 1 per stock, and they can't pick the same one twice, and fight with them.
It could work the same with Pokemon Trainer, of course he would probably need a faster switch time, and maybe characters like him could be picked more than once.
And my other idea, which I got before I quit Brawl for Quake awhile back, was somewhat of a competitive view on items without being the Item Standard Ruleset or whatever that nobody uses.
For any of you who haven't seen a Quake match of 1-4 or Live, just not Enemy Territory because we don't talk about that game
(duel is the most popular game type among competitive types)
(eg: Painkiller, Serious Sam, Doom, Duke Nukem, Warsow, etc.)
(maybe a Final Smash instead if it doesn't use a Hyper/Super/Tension system?)
Also the Quad now triples damage output in Quake Live instead of quadrupling it, lol.
Match starts at 3:55, but it has been slowed down at certain points to explain what's going on. http://www.youtube.com/watch?v=XdkDjsBiO58
Here's one that hasn't been. http://www.youtube.com/watch?v=wRpRvK25Eqw
Except Mega Health (+100 HP, would be -) and Small Health (+5 HP) would take you to -% when low enough and armors would probably have to block 1/2 of damage instead of 2/3ds, etc. Also no/minimal weapons, you get the idea.
Now because Smash is so much more focused on map control than most other fighters, I thought that maybe, just maybe combining these things could add another, more tactical element to the game.
Of course it's a fighting game and I understand that, I've been in the community for several years now, but that is not my point.
I just think it could be good as a side mode, for those who prefer that style of play. Spawns could be placed in areas that are hard to camp out, timers could be long enough so that they aren't always interrupting fights, and the game could, hopefully, be less campy to begin with for this to work in a game like Smash.
A mode like this would have to have different rules though, either being a higher stock counter or time only (ok maybe not) because in Quake and in a mode like this, it's all about control and stat exchanges (of course skill is also a factor) and not only can power switch in a single grab of an important item, but frag counts can be very high.
But what I don't want to see is too many game modes, they have the power to separate the community too much just like mods did with Quake 3 and what it near felt like they were doing with Brawl back in the Brawl+, -, =, ×, ÷, π, , whatever days, as much as I like Brawl-.
Anyways I'm done for now, it's late, there's so much more they could do to make Smash in general better I know, and I do want to compete in it again, but I guess we'll have to wait and see until the next one comes out.