Drodeka
Smash Journeyman
This thread is for suggesting small improvements that I think could be very helpful to making Project M a better game that I was for some reason thinking about just now. Feel free to share any strange or unique ideas you think would be cool to see.
Rules: Not balance updates or anything game changing. I'm mainly focusing on extra options and such, here.
1. Lvl 0 CPU in Versus mode
- A CPU that only recovers, as a CPU in training would. This would be useful for practicing doubles with a friend, and maybe a couple other uses could be found.
2. Deeper custom control options
- Being able to program a button that only activates tilt attacks, no smashes. Being able to program a button that only short hops. These kind of options could make absolutely new players able to experience the techniques first hand and understand how to use them. If desired, these options could be barred from tournament play.
3. CPU character select snap hotkeys
- Holding L and pressing B would snap 1st player CPU selecter into your hand, R for player 2, Z for player 3. I guess since there are only 3 slots open you could set it to work instead for L for first open CPU, R for second open CPU etc.
4. Infinite shield in Training Mode
- Being able to set the CPU opponent in Training to always shield and never let the shield deplete. This would make practicing shield pressure something that can actually be done alone.
(I think the melee 20XX training pack did this, not sure)
5. Technique Trials
- Similar to Street Fighter 4 and many other fighting games, there could be a training mode that would help teach players the techniques. I feel the PMBR has already taken a step in this direction with the white flash upon successful L-cancels being added. The trials could include short hopping, directional tilting, wavedashing, fast-falling, L-cancelling, and any combination of these in order. Due to the physics of the game, combo strings would be near impossible to program. But, if the time was taken, each character could have a specific trials mode in which many of their attacks and strategies would be explained as the player was told to do them. Think of it like the event mode, but oriented toward learning something.
Show me what you guys got!
P.S. Sorry if there is another thread with a similar concept, I didn't see any on pages 1 and 2 and also didn't want my post to be lost in such a thread.
Rules: Not balance updates or anything game changing. I'm mainly focusing on extra options and such, here.
1. Lvl 0 CPU in Versus mode
- A CPU that only recovers, as a CPU in training would. This would be useful for practicing doubles with a friend, and maybe a couple other uses could be found.
2. Deeper custom control options
- Being able to program a button that only activates tilt attacks, no smashes. Being able to program a button that only short hops. These kind of options could make absolutely new players able to experience the techniques first hand and understand how to use them. If desired, these options could be barred from tournament play.
3. CPU character select snap hotkeys
- Holding L and pressing B would snap 1st player CPU selecter into your hand, R for player 2, Z for player 3. I guess since there are only 3 slots open you could set it to work instead for L for first open CPU, R for second open CPU etc.
4. Infinite shield in Training Mode
- Being able to set the CPU opponent in Training to always shield and never let the shield deplete. This would make practicing shield pressure something that can actually be done alone.
(I think the melee 20XX training pack did this, not sure)
5. Technique Trials
- Similar to Street Fighter 4 and many other fighting games, there could be a training mode that would help teach players the techniques. I feel the PMBR has already taken a step in this direction with the white flash upon successful L-cancels being added. The trials could include short hopping, directional tilting, wavedashing, fast-falling, L-cancelling, and any combination of these in order. Due to the physics of the game, combo strings would be near impossible to program. But, if the time was taken, each character could have a specific trials mode in which many of their attacks and strategies would be explained as the player was told to do them. Think of it like the event mode, but oriented toward learning something.
Show me what you guys got!
P.S. Sorry if there is another thread with a similar concept, I didn't see any on pages 1 and 2 and also didn't want my post to be lost in such a thread.
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