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Post by General Specific on Oct 2, 2010 20:25:53 GMT -5
I want to believe.
Well then, should we have wall jumping? --Because I would love to be able to scale great distances, while dodging enemy fire and other obstacles above a pit of water or some other hazard.
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Post by HalcyonDays on Oct 2, 2010 20:41:13 GMT -5
If it's not too late to ask...
I like the jetpack idea, but I was wondering...
How would the controls for a possible jetpack work?
Would you press and hold the jump button while in the air?
Also, would it be an eight-way movement, in the same fashion as running on the ground?
As for wall jumping, I wonder how that would work as well...would it be like the 3D Mario games where you simply jump in the direction of a wall and begin sliding down it, then press the jump button again to kick off the wall?
Actually, with this talk of a jetpack and walljumping, it sounds kinda like Mario Sunshine...
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Traingham
Cannam
Oooh. What's this?
Posts: 320
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Post by Traingham on Oct 2, 2010 20:43:00 GMT -5
How about bringing the kick back and making it more effective. Now, I'm not asking for Capcom to endow Trigger with the arts of savate, but turning it into a crowd disperser for those rough times when zakabon and sharukurusu gang up on you would be brilliant.
Wall jumping might be a nice addition. Maybe not the way they allowed it in the X games. (That would definitely render the high jump useless.)
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Post by Pitch on Oct 2, 2010 20:43:02 GMT -5
EDIT: The Lifter is 1,000,000× better than the kick, IMO. Wall jumping is a maybe. >.< I just don't know how well that would work in Legends. As wacky as Legends physics can be, I don't think something like a wall-jump would fit. We actually just climb over ledges instead, which is something other MegaMan series don't feature (that I know of). Hah. I'm thinking of the Jetpack as something in the vein of Super Metroid's Space Jump, where you get it toward the end of the game and it allows you to cross vast areas that used to take forever in seconds. (over pits of lava, through underwater areas, and across long stretches of land — like nothing) It would be great for when you get to the end of the game and you want to back track and find everything. And it would have all kinds of potential for doing boss battles. I can't imagine it not being game-breaking myself. (And I refuse to)
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Post by General Specific on Oct 2, 2010 20:57:29 GMT -5
You would use the Jetpack by just pressing the Jump button after jumping, while holding down the direction you want to go. IDK if we would want change elevation, but I'm thinking that you'd also hold down another button to go down or up in your vector.
Volnutt could do a running kick or a roundabout to knock enemies out of the way, though we'd have to find a button configuration for that. As for wall-jumping, the moment you'd come in contact with the wall, Volnutt will get into a wall-slide animation where you can then press in a direction and then press the Jump button, sending you jumping off to another wall or the ground or whatever--it definitely will not be like in X, where you pretty much broke everything ever with that.
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Post by Raijin on Oct 2, 2010 20:57:32 GMT -5
My concept of a jetpack for Trigger is basically as an upgrade of his Jet Skates. So it would be continuous forward movement with the ability to turn left/right, with the added function of tilting up and down. It's not as precise as some video game flight modes, but I would like it to keep some challenge, and the JetSkates-JetPack design helps it feel like something that comes from the Legends series, rather than a ripoff of some other game's jetpack.
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Post by General Specific on Oct 2, 2010 21:01:18 GMT -5
The D-Pad generally works like that already, but we can't have the Up direction both tilt and change to forward--we'd have to find a separate configuration for that, as I said. Using the Jetpack would be a challenge either way, due to limited fuel and a slow recharge rate. However, the Jet Skates-to-Jet Pack idea is very nice indeed, and I love it.
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Traingham
Cannam
Oooh. What's this?
Posts: 320
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Post by Traingham on Oct 2, 2010 21:11:45 GMT -5
@green: Oh, definitely, the lifter was an awesome addition to Trigger's abilities. It certainly offered more puzzle interface, but I never really bothered using it for combat. (except for those Birdbot mechs in Glydes base, and catching rocket, of course.)
I think the kick is more suited for tight pinches. Using it to stun bosses would be wicked, especially against the bigger variant.(Not at game breaking levels, though.) Man, I hope they hit us with more big boss fights like Bruno.
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Post by Raijin on Oct 2, 2010 21:12:38 GMT -5
For the JetSkates, pressing up would speed up and down would slow down. The JetPack in my mind uses those d-pad inputs to adjust elevation. Either up=up/down=down, or up tilts forward/down leans back for the opposite effect. Since I picture the jets themselves pointing out of Trigger's back, I lean towards the reverse method. Of course this means the velocity control aspect of the up/down buttons would be supplanted, but they didn't make much of a difference to begin with. I'd usually just go as fast as possible anyway and only slow for the really tight turns. If slowing down is necessary with this flight mode, then maybe another input could serve as the brakes.
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Post by HalcyonDays on Oct 2, 2010 21:16:17 GMT -5
As for the kick, lifter, and special weapons, I think that they should be interchangeable, like in Legends 2 where you could switch between your lifter and your chosen special weapon.
As for a new kick function, while running, if you press the kick button, Megaman responds by launching forward with a flying kick.
If you wish to use the old fashioned kick, simply stand in place,not pressing any direction on the direction pad, and press the kick button.
As for the jetpack being an upgrade that moves similar to the jetskates, I'm not so sure of that.
I'd rather be able to shoot my buster gun while I'm flying around.
It may also make for some interesting situations where you're required to fight off flying reaverbots while using your jetpack to hover to the next area.
With that said, I'd also like a way to be able to shoot off my buster even while using the jetskates.
Dashing forward and back, left to right, while firing off shots, this tactic would be heavily situational and can only very effective when the terrain is right, such as a flatland.
For wall-jumping, I remember in the original two games, whenever you jump towards a wall, it only acts as a barrier, and Megaman still moves as if the wall isn't there, not even scratching his face.
I think they should keep that sort of weird physics, but to incorporate a wall jump, simply press the jump button during any time Megaman is in contact with a wall, and he'll jump out at an angle depending on the direction and angle you jumped towards the wall at.
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Post by General Specific on Oct 2, 2010 21:24:40 GMT -5
@mil: That would work if, once done turning, Volnutt would recenter in the middle of the camera--I haven't played Legends in a while, but I'm going to assume that was what happened.
Kicking works great regardless, but it would be a stunning action, never meant for true offense. We'd hopefully still be able to shoot while using the Skates and the Pack, and that should have been available from the start when you got the Skates. The gist of the Jetpack is being able to fight better against airborne enemies, and to cross and ascend large gaps to get to secret areas--ultimately, most of the use would be in side-dungeons that have these areas. Wall-jumping would work either way, but when you want to jump to a specific place on the wall you should be able to switch angle.
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Post by HalcyonDays on Oct 2, 2010 21:33:52 GMT -5
@general Specific- I agree with the jetpack function. I want to be both highly mobile and have the ability to counter-attack at the same time.
I remember during fights with fast reaverbots, that I wished I could move just as fast, usually imagining myself being able to use the skates somehow while firing buster shots.
As for the physics of wall-jumping, I've already grown to used to the strange physics when you jump into a wall in the Legends series.
If the new one does incorporate wall-jumping, yet to do it, every time you jump towards a wall, you sort of stick to the spot you jumped to, and stay glued to the spot as you slide down, it just would feel rather foreign and unnatural compared to what most Legends fans would probably be used to.
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Post by General Specific on Oct 2, 2010 21:43:32 GMT -5
You'd slide down for half a second, then just drop. Enough time to make your move, but not too much to creep us the heck out or get caught off guard. This isn't Super Mario Sunshine either.
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Post by HalcyonDays on Oct 2, 2010 21:53:38 GMT -5
So in other words, you only have a split-second timer in which you contact the wall in order to pull off the jump?
In my imagination, I was thinking that maybe perhaps we could keep the old video game physics, but as long as Megaman is still in some direct contact with the wall, when you press the jump button at any point during your contact before you hit the ground, you can kick off the wall.
This way, we don't have any sort of lag time when Megaman "sticks" to the wall.
@general Specific- On another note, I noticed that you are the one deciding what topic we're discussing in this thread, and that this week is devoted to the control aspects of Megaman.
If that's the case, is it alright if I suggest about something that's been on my mind for a bit?
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Post by General Specific on Oct 2, 2010 21:57:26 GMT -5
I don't care what it is as long as we're on topic. I can trust you on that.
As for jumping, you sure you wouldn't want to see a sliding animation when in direct contact with a wall after jumping into one, before you did a wall-jump? It would look awkward without one. That's what I meant.
--And about topics, most of them will be weekly, but some I feel don't need too much time to discuss, like most issues pertaining to movement. Dungeons will be next, fellas.
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