Master Knight DH
Smash Journeyman
- Joined
- Apr 1, 2008
- Messages
- 460
Let me elaborate on Kid Icarus Uprising's power system: you set up a few powers for use during a given match, and can trigger them as you wish for temporary effects (although Energy Charge is indefinite, at the cost that getting hit whatsoever removes it immediately) or immediate actions. Used wisely, they can both bolster strengths and cover against weaknesses.
And whaddyaknow, it's a happy medium for super armor, as I figured out the very first day of playing the multiplayer, at the Game Developer's Conference 2012 at the Moscone Center in San Francisco. It can be activated at choosing, and having it around is VERY useful for power weapons like clubs and cannons, simply so that they can protect their momentum and minimize the need and/or punishment for deviating from optimized behavior. The drawback? It uses considerable space on the power grid, though just enough that it works much better as a staple power. But it works nicely, as heavy weapons can see use without fear of getting cherry tapped, but other players can use that space for other powers. But it works out, as it's through Super Armor alone that clubs and cannons can give melee combo rush claws far more trouble than you'd expect the likes of Bowser to give to a character like Marth in Melee or Brawl, and mere mention of Counter is enough to make it crystal clear that anybody who just tries to melee combo rush with claws is Too Dumb to Live, simply because Counter can easily provide free projectiles, so it takes either misplay on my part, or at least two people doing the claw melee rush for it to even HOPE to work, and that's if I'm using a Halo Club with minor defense boosts. Good luck pulling it on my tank Skyscraper.
I could keep going about why activation super armor is good (for the record, it would have to be nerfed in SSB, if to a point to prevent mechanics abuse), but I don't want to eat up the whole post about it. Anyway, with the power system, you'd get more options for things like anti-focus and anti-armor, both methods for dealing with power characters (the former for silencing bad players of power characters and the latter for keeping good ones on their toes). It means more ways to deal with matchup problems, and more tactics to work with than freaking kiting.
Here are potential countercomplaints:
*Overcomplicated controls
This one I considered, especially since I still want the character mode idea I've had since way back when, and if I had to sacrifice one idea or the other, I'd give up the power system and go with the character mode, purely for thematic reasons. And that's actually considering I'd WANT an available happy medium for things like superarmor.
Luckily, I thought up these default controls:
*Jump: R on 3DS, C on Wiichucks
*Shield: L on 3DS, Z on Wiichucks
*Attack: A on both
*Special: B on both
*Grab: X? on 3DS, 1 on Wiichucks
*Power management: touch screen on 3DS, D-Pad on Wiichucks
*Character management: touch screen on 3DS, D-Pad with Minus held on Wiichucks
*Taunts: D-Pad on 3DS, D-Pad with 2 held on Wiichucks
There. That shouldn't be too hard to remember. However, there are some other concerns.
*Shut up! Too complicated!
Hardly. It's not terribly complicated in KIU.
*The customization will break the game
Not if the options are balanced out well.
*It will require less skill
No it won't. It adds to the tactics. KITING is what requires no skill.
*Super Armor shouldn't be around
Super Armor would have to be weaker than it is in KIU, if because of SSB's mechanics where you KO by ring-out rather than flat damage, but it should still work to prevent somebody from bringing Bowser up to triple digits in only 2 seconds.
So let me know what you think.
And whaddyaknow, it's a happy medium for super armor, as I figured out the very first day of playing the multiplayer, at the Game Developer's Conference 2012 at the Moscone Center in San Francisco. It can be activated at choosing, and having it around is VERY useful for power weapons like clubs and cannons, simply so that they can protect their momentum and minimize the need and/or punishment for deviating from optimized behavior. The drawback? It uses considerable space on the power grid, though just enough that it works much better as a staple power. But it works nicely, as heavy weapons can see use without fear of getting cherry tapped, but other players can use that space for other powers. But it works out, as it's through Super Armor alone that clubs and cannons can give melee combo rush claws far more trouble than you'd expect the likes of Bowser to give to a character like Marth in Melee or Brawl, and mere mention of Counter is enough to make it crystal clear that anybody who just tries to melee combo rush with claws is Too Dumb to Live, simply because Counter can easily provide free projectiles, so it takes either misplay on my part, or at least two people doing the claw melee rush for it to even HOPE to work, and that's if I'm using a Halo Club with minor defense boosts. Good luck pulling it on my tank Skyscraper.
I could keep going about why activation super armor is good (for the record, it would have to be nerfed in SSB, if to a point to prevent mechanics abuse), but I don't want to eat up the whole post about it. Anyway, with the power system, you'd get more options for things like anti-focus and anti-armor, both methods for dealing with power characters (the former for silencing bad players of power characters and the latter for keeping good ones on their toes). It means more ways to deal with matchup problems, and more tactics to work with than freaking kiting.
Here are potential countercomplaints:
*Overcomplicated controls
This one I considered, especially since I still want the character mode idea I've had since way back when, and if I had to sacrifice one idea or the other, I'd give up the power system and go with the character mode, purely for thematic reasons. And that's actually considering I'd WANT an available happy medium for things like superarmor.
Luckily, I thought up these default controls:
*Jump: R on 3DS, C on Wiichucks
*Shield: L on 3DS, Z on Wiichucks
*Attack: A on both
*Special: B on both
*Grab: X? on 3DS, 1 on Wiichucks
*Power management: touch screen on 3DS, D-Pad on Wiichucks
*Character management: touch screen on 3DS, D-Pad with Minus held on Wiichucks
*Taunts: D-Pad on 3DS, D-Pad with 2 held on Wiichucks
There. That shouldn't be too hard to remember. However, there are some other concerns.
*Shut up! Too complicated!
Hardly. It's not terribly complicated in KIU.
*The customization will break the game
Not if the options are balanced out well.
*It will require less skill
No it won't. It adds to the tactics. KITING is what requires no skill.
*Super Armor shouldn't be around
Super Armor would have to be weaker than it is in KIU, if because of SSB's mechanics where you KO by ring-out rather than flat damage, but it should still work to prevent somebody from bringing Bowser up to triple digits in only 2 seconds.
So let me know what you think.