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Lord_Brand

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Everything posted by Lord_Brand

  1. I have not yet thought up a statline, but I shall endeavor to come up with one. Thinking of changing Chesnaught's Megas around, and swapping Ground for Rock. I'm also thinking the Megas can just change their second type rather than grant a third. @Shanty Pete's 1st Mate I started a Google doc for new Megas, not just for the starters but for XY remakes as a whole. Think I'll retool this topic to cover Gen VI remake Megas in general. Or should I start a new one? https://docs.google.com/document/d/1V4QEhefSQPnGuSjzu9qi0mDEqqzAGoC_ths9luckV_g/edit?usp=drivesdk
  2. The previous fighter moveset thread hasn't been posted in for over 2 years now, so I'm starting a new one as further posts in the old one will just cause it to get locked. To give this topic a little extra, you can also suggest stages, music, spirit boards, classic mode, etc. Geno (WIP)
  3. Thanks! Funnily enough, the Wario series does in fact have a femme fatale in the form of Captain Syrup, and also has had a couple princesses who are a lot more like Peach in personality, Shokora and Merelda. But we haven't seen many "femme fatale princesses" in video gaming, so a character that combines the two would be quite novel. Speaking of Syrup, she would actually make a lot of sense as a Wario-associated counterpart to Peach. She's worked with Wario for her own gain before, wouldn't be hard to imagine her recruiting him and Waluigi to help her win/steal the prize of a sports tourney or some such. She'd also be a fun character to add to the Kart and Party series. Shoot, I could see Syrup getting her own series, just as Wario got his. Shake It! established that Syrup is willing to do heroics for reward, so a game starring her could follow through on that.
  4. I think that design is cute, but ironically too far removed from Peach in attire. Wario and Waluigi both wear similar clothes to Mario and Luigi, just with different colors and fitted to their physiques. Way I see it, Wapeach doesn't need to look ugly, just exaggerated. Take Peach's traits and turn them up a little, you know? Incidentally, I made my own version: https://www.deviantart.com/crossfire7/art/Wapeach-Crossfire7-Version-999290276
  5. Reminds me of that "Paper Zelda" video I saw a while back. Would be interesting to see other IPs get the Paper treatment, like Zelda, Kirby, and heck, why not Fire Emblem.
  6. I'm none too excited by the "live action" part. Zelda's perfect for an animated film or TV series, I'd rather that than live action.
  7. Ah. Well, it could be a Poison-type variant of Yawn.
  8. Got another one. Sleep Gas Type: Poison Category: Status PP: 10 Power: — Accuracy: 90% Description: The target is sedated by sleep-inducing gas. This would be to Poison Gas what Sleep Powder is to Poison Powder.
  9. I don't think a mask for them would be necessary, as they would presumably already be immune to the sickness if not the sickness itself. I could however see them resembling a virus in form, with little spheres around their bodies. Though that might be hitting a bit close to home for the modern day. So, perhaps white versions emitting a noxious fog said to inflict colds on those who breathe it in? Or it could even simply be a cold version of Koffing and Weezing that appears in icy climates. Alternatively, my brother suggested Pokemon called Sniffling and Sneezing, which would be similar-but-different in a manner not unlike Diglett/Wiglett and Tentacool/Toedscool, though they were complete type changes while this would still retain the Poison-type. At any rate, I can definitely see the value of adding Ice to the movepool. In fact, I'm thinking of drafting up a potential learnset... Cold Koffing Base stats nearly the same as Koffing, but with Attack and Special Attack swapped. Learnset 1: Poison Gas 1: Tackle 4: Smog 8: Mist 12: Icy Wind 16: Avalanche 20: Frost Breath 24: Haze 28: Self-Destruct 32: Ice Beam 36: Toxic 40: Blizzard 44: Explosion 48: Memento 52: Destiny Bond Cold Weezing Learnset (evolves at level 35, so learned moves before that level are the same as Koffing) 38: Toxic 44: Blizzard 50: Explosion 56: Memento 62: Destiny Bond 68: Hail
  10. Got an idea for an Ice/Poison type: A Koffing/Weezing variant, perhaps themed on colds. They'd be based on the sicknesses that often crop up around wintertime. I'd even consider introducing a "Sick" status that weakens the affected Pokemon by lowering their stats by one stage each, or even halving them. Like most statuses, Rest can cure it, as can Medicine.
  11. Hmm...sounds like a Psychic-type move. Knowledge Scramble?
  12. Not sure why that would be Fighting, doesn't suggest any kind of combat art. You did give me an idea, though: Ice-Cold Concentration Type: Fighting Category: Status BP: - PP: 20 Accuracy: 100 Effect: Raises Attack, Special Defense, and Accuracy by one stage each, prevents freezing. Description: The user hones their body and mind through cold meditation, increasing their Attack, Special Defense, and Accuracy, and preventing them from becoming frozen. I could see a Hot-Coal Concentration counterpart, as well. Hot-Coal Concentration Type: Psychic Category: Status BP: - PP: 20 Accuracy: 100 Effect: Raises Special Attack, Defense, and Accuracy by one stage each, prevents burning. Description: The user hones their body and mind by walking over hot coals, increasing their Special Attack, Defense, and Accuracy, and preventing them from becoming burned. Though I wonder if the moves should switch types and stat buffs?
  13. I'm not a big fan of chart-wide inversions like this, barring maybe some kind of Room move or other in-game explanation for physics being warped.
  14. Would have been a better crossover than Crash and Spyro Fusion, most likely.
  15. The idea of two different attack buttons as an alternative to smashes has potential, though I'd just as soon see an action button or even a second set of specials. I like MultiVersus' idea of teammate interaction, I think there's a lot you can do with that, like letting other fighters ride Yoshi or letting characters with flight abilities carry other characters through the air. Heck, maybe the next Smash could have some kind of "team up" function that covers various team up styles such as ride, carry, follow, etc.
  16. Interesting read on Sonic 1! Looking forward to future installments. I got memories of playing 1, 2, 3, & K on Wii Virtual Console. I used to get up early in the morning to play them before leaving with my father to practice driving (I got my license in 2009; man, has the time flown). After playing those games, I finally "got" Sonic. I'd played SA2B, SADX, Heroes, and Shadow before then, and way back when I tried Sonic 2 and Triple Trouble on Game Gear (and later would get to try Sonic Chaos through SADX), but it was when I tried the Genesis classics that it clicked for me. I didn't know SF has a Discord; I might check it out sometime in the near future.
  17. Gen I Gen II Gen III Gen IV Gen V Gen VI Gen VII Gen VIII Gen IX Coming soon!
  18. I'm amazed MHA - and for that matter, Dragon Ball - have yet to receive the Musou treatment. Both series could easily fit in a story where the playable characters take on hordes of opponents with flashy special moves.
  19. My most "out there" concept is probably the Dr. Wily & Robot Masters fighter team I've suggested here before. As a recap, rather than play Wily directly, you play as one of the many Robot Masters he's built or stolen and reprogrammed, with a limited ability to switch which one you're playing mid-battle. Ideally, there would be eight to choose from, but four would probably be a more feasible number. When selecting the fighter, you choose which RM to start the match as, and if you get knocked out and have any stocks left (or it's a timed match with no stocks), you have a few seconds to pick which RM to play next before respawning. The RMs are selected using a grid much like the stage select in traditional Mega Man games. In the battle proper, Wily will watch from the background in his UFO or Capsule, presumably issuing orders to the active RM. When the Robot Master scores a knockout, Wily will cackle or twirl his mustache, but when the RM gets knocked out, he'll facepalm or angrily pound his fist instead. The RMs all share the same final smash: Wily Machine, specifically the Machine from Power Fighters which does a good job of conveying Wily's skull motif while also providing an effective attack in the form of the mouth beam.
  20. How about "Triple Terror"? Of course, the move's type would mean it's SE against Ghost and Psychic, which gives it an edge over Tri Attack.
  21. The title doesn't line up with the content of the OP. That said, I don't really hate any particular Pokemon type; there have been Pokemon I like and don't like of each type. As for the type combinations, I think it's inevitable that we'll have standard Pokemon of every type pair eventually.
  22. There was a time when video games were limited to hardware distribution, meaning someone had to pay for the production of cartridges or disks, which could get quite expensive. That meant even indie developers were often at the mercy of publishers who had the money to foot the production costs; this is why only 14,000 copies of the original Shantae for GBC were produced in the early 2000s. Not every company had the cash to produce their own game console either, hence why the majority of video games were and are third party and why there have only ever been a handful of first party companies in the industry at any one time. Nowadays, virtual distribution means developers no longer have to rely on publishers to foot the hardware costs, nor are they limited to consoles. True, PC gaming has been around for a long time, going back to the MS-DOS days, but even those were usually distributed on floppy disks or CD-ROMs. Nowadays, you can purchase a completely digital game and download it directly to your console or computer.
  23. I could see a "Setting A with Gameplay B" kind of crossover, much like my idea for "Zelda Emblem", where you take the Paper Mario cast, expand on it, and build a Fire Emblem-style game out of it. The gameplay would be a tactical RPG with quicktime actions in battle. For example, imagine moving Mario up to an enemy to attack with either hammer or jump. You can increase the damage dealt using a quicktime action (in pvp, the player can of course mitigate the damage by guarding; superguards can also be available, but there has to be some kind of limitation). Mario is one of several possible leaders for a growing party (army) of heroes that engage enemy forces in battle. Other leaders include Luigi, Peach, Daisy, Rosalina, and Captain Toad. Standard units include Toads, Goombas, Koopa Troopas, Bob-ombs, Boos, The game has its own equivalent of a class/job system that alters the character's outfit, and the resulting skillset is unqiue for different combinations. A Toad chef will have different skills from a Goomba chef, for example. Basic and Advanced classes are available. Characters can equip a weapon and a number of badges based on their BP, and can also carry a number of items with them such as Mushrooms, Flowers, and Syrups. Each character has one or more skills they can use to attack enemies or support allies, some of which cost FP to use. Your party's leader also has access to Star Powers. Stats include: HP: How much damage the character can take before they fall. FP: Many character skills run on FP. BP: Determines how many badges the unit can equip. Power: The base value for damage dealt by characters. Defense: The value that reduces damage dealt to a character. Luck: Used for chance-based effects. Move: How far the character can move in a single turn. Many maps have hazards that can impede or prevent unit movement. Water slows movement for units without flight or swimming. Spikes cause damage to units without flight or armor. Like many Fire Emblem games, "Paper Mario Emblem" has a relationship system. Many of the non-leader units can marry other units by attaining an S rank relationship, while the leaders themselves can attain A+ relationships.
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