I will be making a new character whenever I get a copy of brawl to test it with. Fro now though, I would like to get some feedback about any balance issues, as well as document my ideas. As this project is very.. unorthodox compared to other custom characters, I would like to have as much advice as I can. And since this is my first brawl hack, I would like to know some of the techniques I may use to achieve my goal. So, without further ado, my new character will be Item Man.
As the name suggests, Item Man will be based entirely on the usage of items in brawl, rather than his own completely unique attacks. I will be making this a mod of a human character, but I can't decide if it should be a more realistic one like the captain or snake, or more cartoony like mario or ness. Any ideas?
The playstyle of item man would be very similar to the playstyle of someone who has items on very high. That is, it will be very diverse, and a lot of it will be a gamble.
This character would always be holding some type of bashing item (lip stick, beam sword, homerun bat, fan, star rod etc)which is used for their standard attacks. These weapons could not be thrown or dropped, or knocked out of their hand. The only way to get rid of the weapon is to switch to a different one with a special. How would I make this so?
The following is a description of his moveset (in my mind)
Specials-
Nuetral Special-ray gun/super scope
This would have the shot of either the blaster or the super scope. You would choose between which one you shot by taunting. In order to make this not broken, the move would be limited to 30 shots every 30 seconds for the super scope, or 16 shots every 30 seconds for the ray gun. How would I implement these ammo limitations, and how would I implement shot switching (it would just be he shot itself, not the gun from where it comes.
Side special-cycle weapon
This would cycle between your currently held weapon. The weapons would be all the bashing weapons, such as beam sword, star rod, fan, etc. Star rod would have 20 shots recharged every 30 seconds. How could I make the move cycle like this? an if/else command?
Up special- bombomb blast
Probably the most broken move, in this one the character would pull out a bombomb, detonate it, propelling them upward. The bomb omb works like any regular bombomb, and the move gives SA for the duration of the explosion, to keep the character from taking damage. However, to discourage spamming of this outrageously good move, there would be a decent chance of the move not giving SA, therefore causing the normal damage and knockback of a bombomb to affect the character, labeling this move a "use sparingly" move. How would I achieve this propability thing?
Down special-Item spawn
This is the most random, and easily a contender for most broken move, it generates and immediately activates an item. It charges in stages, and the items you can get are affected by the charge. At the first stage all you can generate is a pitfall. Second stage will grant you either a motion sensor bomb which will be thrown straight up, and then land right underneath you (you'll have time to vacate) or a very small chance of a bombomb being thrown straight up, which if you are still there when it comes back down, will hit you, giving this move some balance. Third stage grants either a pokeball or an assist trophy, but the catch is that they have a small chance of working for one of your opponents instead of you, and since you are right there when they come out, there is no escape. Fourth stage also has a chance of pokeball or assist trophy, but comes with an additional, albeit small, chance of getting a maxim tomata, heart container, or hammer. The drawback is that the hammer or heart container has an equal chance of affecting you as it does your opponent(s). Fifth charge grants a final smash at a 100% rate, but it takes a long time to get to fifth charge. The catch is that there is a chance that one of your opponents gets the final smash, and not you. How could I handle the probabilities used here? and would I have to use the pity final smash mechanic to grant a final smash without involving an actual smash ball? How could this be done?
I will fill in the rest of the moveset after dinner. Tell me what you think, and if you have any advice on how to do this, or the feasability of it, please let me know. Thanks for reading!
As the name suggests, Item Man will be based entirely on the usage of items in brawl, rather than his own completely unique attacks. I will be making this a mod of a human character, but I can't decide if it should be a more realistic one like the captain or snake, or more cartoony like mario or ness. Any ideas?
The playstyle of item man would be very similar to the playstyle of someone who has items on very high. That is, it will be very diverse, and a lot of it will be a gamble.
This character would always be holding some type of bashing item (lip stick, beam sword, homerun bat, fan, star rod etc)which is used for their standard attacks. These weapons could not be thrown or dropped, or knocked out of their hand. The only way to get rid of the weapon is to switch to a different one with a special. How would I make this so?
The following is a description of his moveset (in my mind)
Specials-
Nuetral Special-ray gun/super scope
This would have the shot of either the blaster or the super scope. You would choose between which one you shot by taunting. In order to make this not broken, the move would be limited to 30 shots every 30 seconds for the super scope, or 16 shots every 30 seconds for the ray gun. How would I implement these ammo limitations, and how would I implement shot switching (it would just be he shot itself, not the gun from where it comes.
Side special-cycle weapon
This would cycle between your currently held weapon. The weapons would be all the bashing weapons, such as beam sword, star rod, fan, etc. Star rod would have 20 shots recharged every 30 seconds. How could I make the move cycle like this? an if/else command?
Up special- bombomb blast
Probably the most broken move, in this one the character would pull out a bombomb, detonate it, propelling them upward. The bomb omb works like any regular bombomb, and the move gives SA for the duration of the explosion, to keep the character from taking damage. However, to discourage spamming of this outrageously good move, there would be a decent chance of the move not giving SA, therefore causing the normal damage and knockback of a bombomb to affect the character, labeling this move a "use sparingly" move. How would I achieve this propability thing?
Down special-Item spawn
This is the most random, and easily a contender for most broken move, it generates and immediately activates an item. It charges in stages, and the items you can get are affected by the charge. At the first stage all you can generate is a pitfall. Second stage will grant you either a motion sensor bomb which will be thrown straight up, and then land right underneath you (you'll have time to vacate) or a very small chance of a bombomb being thrown straight up, which if you are still there when it comes back down, will hit you, giving this move some balance. Third stage grants either a pokeball or an assist trophy, but the catch is that they have a small chance of working for one of your opponents instead of you, and since you are right there when they come out, there is no escape. Fourth stage also has a chance of pokeball or assist trophy, but comes with an additional, albeit small, chance of getting a maxim tomata, heart container, or hammer. The drawback is that the hammer or heart container has an equal chance of affecting you as it does your opponent(s). Fifth charge grants a final smash at a 100% rate, but it takes a long time to get to fifth charge. The catch is that there is a chance that one of your opponents gets the final smash, and not you. How could I handle the probabilities used here? and would I have to use the pity final smash mechanic to grant a final smash without involving an actual smash ball? How could this be done?
I will fill in the rest of the moveset after dinner. Tell me what you think, and if you have any advice on how to do this, or the feasability of it, please let me know. Thanks for reading!