Rhubarbo
Smash Champion
- Joined
- Jun 21, 2007
- Messages
- 2,035
With Brawl+ gaining steam and constantly improving in quality and balance, the prospect of introducing items into competitive play was totally forgotten. Items are a part of what distinguish Smash from many conventional fighters, and incorporating them in competitive play somehow would be neat.
Possible solutions to the item dilemma:
-Item drop countdown: I'm not sure if the hackers are capable of accomplishing this, but prior to an item falling, the audio clip of the announcer counting down from 3 to start the match would play to give the players a heads up.
-Fixed drop rate: The rate at which items drop is fixed.
-Fixed location: The location of where items drop is fixed.
-Fixed item: Which item drops where and when is fixed.
-Fixed Pokemon/AT according to stage: Each stage is assigned a Pokemon and Assist Trophy. This way the type of support character summoned is not random.
Immobilization: You can not "move and shoot' when using items such as the Super Scope, Fire Flower or Cracker Launcher.
Item shed: When holding an item like a Pokeball, you can taunt to drop the item but not throw it.
STAGE SET-UP EXAMPLES:
-On Battlefield, every two minutes, a Bomb-omb spawns at the center of the stage.
-On Final Destination, after seven minutes, an Assist Trophy holding Isaac spawns at the center of the stage.
-On Delfino Plaza, every minute, food spawns at the center of the stage.
-On Yoshi's Story, whenever the Whimsical Support Ghosts are up for three seconds, a gooey bomb spawns on each one.
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I urge the hacking community to get together, and with some collaboration, help make item play a viable alternative to non-item play. Perhaps we can make items so balanced that their inclusion in a match can be left up to a counter pick!
---
FEEL FREE TO MAKE YOUR OWN SUGGESTIONS!
SUGGESTED BY SHADIC:-Item party warning: All items set to appear spawn out of a Party Ball that's in its opening animation in order to warn the players.
Possible solutions to the item dilemma:
-Item drop countdown: I'm not sure if the hackers are capable of accomplishing this, but prior to an item falling, the audio clip of the announcer counting down from 3 to start the match would play to give the players a heads up.
-Fixed drop rate: The rate at which items drop is fixed.
-Fixed location: The location of where items drop is fixed.
-Fixed item: Which item drops where and when is fixed.
-Fixed Pokemon/AT according to stage: Each stage is assigned a Pokemon and Assist Trophy. This way the type of support character summoned is not random.
Immobilization: You can not "move and shoot' when using items such as the Super Scope, Fire Flower or Cracker Launcher.
Item shed: When holding an item like a Pokeball, you can taunt to drop the item but not throw it.
STAGE SET-UP EXAMPLES:
-On Battlefield, every two minutes, a Bomb-omb spawns at the center of the stage.
-On Final Destination, after seven minutes, an Assist Trophy holding Isaac spawns at the center of the stage.
-On Delfino Plaza, every minute, food spawns at the center of the stage.
-On Yoshi's Story, whenever the Whimsical Support Ghosts are up for three seconds, a gooey bomb spawns on each one.
---
I urge the hacking community to get together, and with some collaboration, help make item play a viable alternative to non-item play. Perhaps we can make items so balanced that their inclusion in a match can be left up to a counter pick!
---
FEEL FREE TO MAKE YOUR OWN SUGGESTIONS!
SUGGESTED BY SHADIC:-Item party warning: All items set to appear spawn out of a Party Ball that's in its opening animation in order to warn the players.