@Watashi
Are you by any chance referencing
THIS character with your username?
I would really like to see Green Missile be replaced with something else.
Why would you EVER want that? What's wrong with the Green Missile? It's quite easily Luigi's coolest move. In fact I wish they'd somehow incorporate it into Mario Canon like the FireBrand/Glove for Mario.
What would mewtwo's final smash be I wonder.
and yeah, I defiantly wanna see his Poltergust Implemented in SOME way. I think the strobe flash could make players dizzy, and the suckion could be used for grabs and such.
I unno... All I know Psychic would be lame as it's just Confusion but more powerful. It would likely be some original move. This reminds me, Lucario got a friggin Kamehameha Wave of all things. That's pretty cool in retrospect, I know it's not Hyper Beam because that's what Deoxys has.
Personally I liked the non-restrictive elements of Pikmin 2 much more than the limited and timed day mechanics of the first Pikmin, so if the timer returns (which has strongly been hinted at) I'll be a bit disappointed.
I agree, but I think this is mostly due to how time mechanics were implemented in Pikmin 1. The limited days system is actually brilliant game design, and it's put there on purpose to make you feel stressed and thus immerse you in the game further. In addition it makes it so that every action you take has a serious consequence and thus you're forced to plan out your moves. Also, the time mechanic has the benefit of keeping you hooked as you never feel like you're finished and can quite easily flow from one task to the next.
It's similar to Majora's Mask where you had the 3 days, and thus had to plan out your moves accordingly. In both cases it really adds to the overall atmosphere of the game as you feel the impending doom and are forced to take action against it. However in Majora's Mask, because you could turn back time, you weren't nearly as pressured as in Pikmin, and I think this is where Pikmin kinda falls short, you're never given too much freedom, as you are always aware of how important time is and the pressure is always there to not make mistakes, thus when you screw up, you really feel the weight of your actions.
In a sense, this makes the game less enjoyable. For example in Majora's Mask, you had other things you could do outside the main quest, and because you had control over time, you could very easily take the time to do those and take a breather from the tension. In Pikmin, you could never do this, and thus, were very limited in exploration and experimentation. You had a task to do, and had to focus all of your efforts in getting it right. Until you reached the end of the game and became aware that you didn't need all the parts to escape. Which by the time you become aware of this, you lose a lot of incentive to try so hard.
A game that implemented a limited time mechanic and did this right in my opinion, is Sengoku Rance. Rance is different from Pikmin in that the consequences for poor time management are dire. Total Annihilation; Xavier's Army shows up and beats you to a pulp forcing you to restart the game (everyone always restarts their first Rance run). However, Rance gives players more freedom and actually encourages exploration and experimentation, you don't have a limited time before Xavier shows up (well you do, 90 days is your maximum) as you the player trigger different events depending on how and which territories you conquer and in which order. I think this was a brilliant move on Alicesoft's part as it gives the player an indirect control over the flow of time. The problem with Pikmin was that the player NEVER had any control over the flow of time. All of the events happen in a certain order and are thus a slave to the flow of the game itself, which in turn puts too much pressure on the player and takes away a degree of enjoyment.
Rance also offered a Sandbox Mode with NO limited time, and multiple branching paths with a different central heroine and endings, all of which could be unlocked after beating the main quest and also motivated players to get better scores by allowing them to use those points to purchase bonuses for future playthroughs. Both Rance and Pikmin are strategic games with intended replay value. They are both short enough to motivate players to give it another run, but also long enough to make one run feel satisfying. However, Pikmin's replay suffers in contrast to Rance in that the player really isn't given much incentive to play again except for a few slightly different endings and that shiny 100% at the title screen, not to mention the main campaign doesn't really differ.
I think if Nintendo looks at Sengoku Rance as an example of intuitive game design and brilliant implementation of replay mechanics and a limited time system, they could make Pikmin 3 not only a MUCH better game, but also find a way to both please and surprise fans of the series. Personally, I never found Pikmin to be GREAT, it's good, but it has a number of flaws.
Anyway, I'm glad you brought that point up, not many agree with the idea that Pikmin's time mechanic isn't that great, and it gave me a chance to think about it a bit and give my two cents.
I hope Nintendo puts a lot of thought into how to implement the time mechanic into Pikmin 3 if they re-add it.