Custom Abilities Suggestion Topic

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air-break: after you thork, press jump again to instantly stop, regardless of speed.

limitless speed: simply put, no speed limit, but as you get faster, you'll lose handling.

chaos blast: an explosion a bit bigger then an explosion ring, but soronds the user at the cost of few rings, say 15 rings?

Mega Blast: the strongest move! at the cost of a life, you destroy all the robots in the act! dosn't work on boss stages. singleplayer only (not co-op because you regain lives eatch act)

Make a shield: at the cost of 20 rings, you make a random shield!

Speed boost: at the cost of 1 ring every 2 sec, you get a good speed boost!

Unleashed boost: at the cost of 2 rings to start, and 1 ring a second, you get a slightly faster boost of speed then the first, and invisblity!

Chaos Control: at the cost of 10 rings, you can use chaos control. you'll freaze all robots temperaly for 5 seconds, 1 ring for every seconed after.

that's all i can think of right now...
 
chaos blast: an explosion a bit bigger then an explosion ring, but soronds the user at the cost of few rings, say 15 rings?

Mega Blast: the strongest move! at the cost of a life, you destroy all the robots in the act! dosn't work on boss stages. singleplayer only (not co-op because you regain lives eatch act)

Make a shield: at the cost of 20 rings, you make a random shield!

Speed boost: at the cost of 1 ring every 2 sec, you get a good speed boost!

Unleashed boost: at the cost of 2 rings to start, and 1 ring a second, you get a slightly faster boost of speed then the first, and invisblity!

Chaos Control: at the cost of 10 rings, you can use chaos control. you'll freaze all robots temperaly for 5 seconds, 1 ring for every seconed after.

that's all i can think of right now...

All of these seem to be more "Overpowered" type of abilitys, I honestly can't see any of these adding to the gameplay.
 
Peelout (replaces Spindash):
Similar to a spindash, but you aren't invincible (because you aren't rolling). However, you have more control and run somewhere between runspeed and SuperShoes speed. While active, pressing the spin button makes you slide smoothly, but undirected, to a stop. Bonking into a wall stuns you, kinda like in the Sonic 2 Beta. It, and its speed increase, ends the moment you hit the jump button or run into a spring.

Axel Spin (Replaces Spindash + roll, affects Jump)
Works like Blaze's Axel Spin in Rush. The spindash has higher friction and slows down much quicker, but always starts at full speed without need to charge. When jumping out of it, you do a long, low jump in the direction you jumped, a la Blaze's hover. It can be set to use either the ledge-standing sprites spun around, like the EspioSpin SOC from 1.09.4/a, or customized spin sprites.

Launch Dash/Launch Jump (needs better name) (Replacements unclear)
If you jump out of a Spin Charge, you are launched at a ~30-40 degree angle in the direction you're facing, using spring sprites for rising, and water-slide sprites for descent. If you hit the ground just right, you resume running at full runspeed. During the descent, any enemies you land on are hurt like a normal jump. Launch distance is slightly longer than the first bridge in GFZ1. Launch speed is up to debate.
 
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High-Jump - Adds ACTIONSPD to jump height for total jump, removes any midair actions, however. If ABILITY2 is 1, add 50 to jump height?

Walk Capechase/Run Capechase, ect - Makes an object Chase after you, useful for robot jets and maybe dust clouds.

Super Peel-out - I think someone mentioned this before, but I'll mention it again, anyway. Replaces Spin dash, and charges very quickly. On release, you move faster than normal, and you have the "flash as if I got hurt" invincibility for a second or two. However, you cannot turn, jump or stop while you're flashing, making it very risky on narrow paths. You can go straight through enemies, however, but you cannot hurt them. It would also use new running frames, so you could make it look like the figure-8 peel-out. You only lose the speed a little bit as you turn, or completely if you jump or press spin again. Mindash would set how fast you must be going for the new running frames to kick in, and Maxdash would set how fast you go once you charge it completely.

Fly/No swim - Like the Swim/no fly ability, only let's you fly above water.

Bring back Glide/No Climb?

If Ability2 = 2, allow ringslinger?
 
Time for MANY abilitys. (I will include some existing ones, so they can be used.)

~Super Transformation~
(Other Ability)
If you have 7 chaos emeralds and 50 rings, you can turn into your super form.
Pros: You can turn super in single player and coop.
Cons: Drawing a blank here...

~Super Flight~
(Super Ability)
When in super form, press the spin button while in the air to hover in midair.
Pros: You can hover in the air when super.
Cons: What cons?

~Hyper Flight~
(Super Ability)
When in super form, press the spin button to fly into the air, like Super Metal Sonic's ability in SRB2JTE
Pros: You can fly.
Cons: You cannot jump, but who needs jumping when you can fly?

~Inproved Ability~
(Super Ability)
When in super form, your ability is improved.
Pros: Do I need to explain this?
Cons: What cons?

~Flame Protection~
(Other Ability)
You don't take damage from flame based attacks.
Pros: Do I need to explain this?
Cons: You lose rings at one per second while you are taking fire damage.

~Electric Protection~
(Other Ability)
You don't take damage from electric based attacks.
Pros: Do I need to explain this?
Cons: You lose rings at one per second while you are taking electric damage.

~Toxic Protection~
(Other Ability)
You don't take damage from slime based attacks.
Pros: Do I need to explain this?
Cons: You lose rings at one per second while you are taking slime damage.

~Space Suit~
(Other Ability)
You can breathe underwater and in space.
Pros: Do I need to explain this?
Cons: You lose rings at one per second while underwater or in space after the time limit runs out.
 
An ability that do a small boost in the air, like Amy does in Sonic Advance 3 when tagged with Sonic (A button twice):

sa3amyability.gif
 
Jet Up - This is similar to Kirby's charged jump after he gains the jet transformation. After a normal jump, you can hold down on the jump button and your character will rise in the air, going faster depending on how long you press the jump button. Your character still retains the ability to move left, right, forwards and back, but movement will primarily be upwards. Could have a time limit, perhaps less than Tails's flight time.

Hamster Ball - Similar to Sonic's ability to walk on water, sand, ect. with Elise in Sonic '06. When used, the character instantly grows a light blue shield that allows them to traverse over water, sand, slime and lava without going below the surface or suffering ill effects. Would have a brief duration and could be activated on the ground or in the air. Would also take a brief time to recharge after exhausting one Hamster Ball or jumping. The player's graphic would change when a Hamster Ball is possible.

Gravity Switch - Simply put, a direct button command which would allow the player to reverse gravity on a whim. Players can still die falling in pits or "into" the sky. Specialized maps would have to be made to utilize this ability.

Katimari Mode - More frivolous and probably not even programable into the game. The character has no special abilities - They can run, spin, and spin jump. However, when a player damages an enemy, it's not destroyed but sticks to player, slightly adding to the player's range of attack. After destroying many enemies, the player would have a huge attack range. As the number of enemies attached to the player increases, the camera will zoom out accordingly to keep all of the player on the screen. If the player takes damage, all the enemies that player has accumulated will fly off and resume their offensive maneuvers, waiting to be "Katimari'd" again. Although this would be largely useless in single player, it could be an interesting Chaos Mode-like multiplayer option.

Galaga Mode - So dubbed because the perspective changes to a top-down view of the level, like arcade shoot-em-ups. In this mode, the player is centered in the middle of the screen and can move in eight cardinal directions ("north", "north-east", "east", "south-east", "south", "south-west", "west" and "north-west", for lack of better terms). The player can also jump to move to higher terrian, bypass obstacles, ect. and shoot projectiles in the direction he/she faces. Enemies in this mode would ideally be restricted to Crawlas and Pop-Up Turrents. Obviously not recommended on stages with caves or multiple floors atop each other.

Hitpoint Mode - Instead of collecting rings for health, the player has a limited amount of hit points. When those hit points are expended, the player dies, regardless of whether or not they possess rings. By collecting a certain number of rings (say, 50) without recieving damage, the player recovers one hit point. When the player is damaged, he/she still loses rings and their tally goes back to 0.
 
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Pick up and throw:
Its like the thing in SRB2JTE when you have amy or senya added.
Pros: You get to throw about anything that does not float or moveble gorgoyles
Cons: Its use the spindash button, meaning you cannot spindash. You're jump height is lowered to half its normal jump height.
 
Time for some more abilitys.

~Health Meter~
(Other Ability)
You have a health meter, that is increased by getting rings.
Pros: If you don't have any rings, you don't die.
Cons: Even if you have a ton of rings, if you run out of health, you die.

~Custom Weapon~
(Combat Ability)
You can create a custom weapon for your character.
Pros: Its a custom weapon!
Cons: It needs one of all types of ammo to fire.

~Melee~
(Combat Ability)
You can attack at close range.
Pros: You don't need any rings.
Cons: Its close range.

~Fake Ring~
(Combat Ability)
You toss a ring in front of you that explodes when collected. (5 rings)
Pros: Great attack manuver.
Cons: The ring can hurt you, and does not spin.

~Wall Jump~
(Air Ability)
Press the jump button while in midair touching a wall, to turn around and jump off of it.
Pros: You can wall jump.
Cons: What cons?
 
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~Health Meter~
(Other Ability)
You have a health meter, that is increased by getting rings.
Pros: If you don't have any rings, you don't die.
Cons: Even if you have a ton of rings, if you run out of health, you die.
No. That sounds completely retarded.

~Custom Weapon~
(Combat Ability)
You can create a custom weapon for your character.
Pros: Its a custom weapon!
Cons: It needs one of all types of ammo to fire.
AKA Ringslinger. There's a reason why it was taken out.

~Melee~
(Combat Ability)
You can attack at close range.
Pros: You don't need any rings.
Cons: Its close range.
Maxdash=0

~Fake Ring~
(Combat Ability)
You toss a ring in front of you that explodes when collected. (5 rings)
Pros: Great attack manuver.
Cons: The ring can hurt you, and does not spin.
a. A fake ring shouldn't do damage
b. What WOULD be the purpose of this?

~Wall Jump~
(Air Ability)
Press the jump button while in midair touching a wall, to turn around and jump off of it.
Pros: You can wall jump.
Cons: What cons?
Already possible. See: Senku
 
Quote: TimberWolf
Originally Posted by Nomekop
~Health Meter~
(Other Ability)
You have a health meter, that is increased by getting rings.
Pros: If you don't have any rings, you don't die.
Cons: Even if you have a ton of rings, if you run out of health, you die.
No. That sounds completely retarded.

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Can you give a good reason why you think this is a bad idea? Personally, I think it'd be an interesting twist to how the player is supposed to approach risk, because instant health via rings isn't available. Besides, it's probably easily programmable. And if you don't like it, simply don't play with the health meter.

---

Quote: Violo
Look at Sonic Heroes. Tails and Rouge throw out fake rings which explode on impact. Tails even had this in 06.

I'll admit I'm biased against the Dummy Ring Attack. It's slow and clunky in Heroes and looks positively erratic in '06. At the very least, the developers should've made the bombs more distinguishable from actual rings. Better yet, Tails should've used his spinning attack from Sonic Adventure in the aforementioned games.
 
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An ability which turns the player invisible.

Pros - Can't be seen by enemy's

Cons - Jumping or taking damage breaks the invisibility, and it's only usable in single player and coop.
 
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~Fake Ring~
(Combat Ability)
You toss a ring in front of you that explodes when collected. (5 rings)
Pros: Great attack manuver.
Cons: The ring can hurt you, and does not spin.

Isn't that the Grenade Ring your talking about? Either way, it has the same effect.
 
Isn't that the Grenade Ring your talking about? Either way, it has the same effect.
Except Grenades don't look similar enough to collectable rings to be mistaken for one. I believe the point was to have a damaging ring that could be hidden amongst normal rings and end up hurting someone who doesn't adequetly check them. I wouldn't mind seeing them as a map-specific weapon ring, but even I have to admit it still has the potential to cause problems (patience in a speed-based game? Blasphemy!)

Umm, anyway. Even more refinement of my previous ideas, plus maybe a new one or two:

High Jump: Enhances your normal jump height by a specified amount, allowing the character to break the normal height cap.
Cons - cannot be used in conjunction with a midair ability (spinmoves are still okay though). Jump height is still capped, at 2x the normal one.

Grapple: Fires a non-damaging projectile diagonally upwards. If it hits something, the player is dragged upward towards the impact point, and momentum can be maintained by releasing beforehand. If the projectile hits another player, be it friend or foe, the projectile capechases the target and the player constantly tags along with it.
Cons - fairly short range (grapple projectile disappears after a set distance), virtually useless in wide open areas (nothing to grapple onto, save for a lucky player shot), difficult to control without practice. Cannot be used multiple times in midair unless there is a successful grapple between each of them.

Pinball: Bounces off walls and floors, proportional to your momentum. Activating the move higher up will make you bounce higher, whereas kicking it in whilst moving faster will back you bounce off walls faster.
Cons - you lose control of your character until you deactivate the move, apon which you revert to falling state (as if you just hit a spring), leaving you vulnerable. For better or worse, the move as a whole is extremely unpredictable and is just as likely to kill you as it is to help you.

Swoop: Flies the character forwards in a single down-up pattern, covering lateral distance overall. If the player is about to hit the ground, he will swoop upwards earlier than normal. Can potentially be useful as a fake-out move when being pursued.
Cons - Requires height to be most useful (lower heights lessen overall distance covered), potentially suicidal for covering certain death pits and hazards

Lunge: Unleashes a quick spindash-esque attack that does not need to be charged, and does not require the player to be stationary to use. Reverts the player to standard running state after use. Can be used as a quick redirection for negotiating tight turns. Speed during and immediately after the attack can be altered per character. Handy for traditional melee attacks (because let's face it, 0 speed spindashes suck).
Cons - still slower overall than a spindash. Robs player of control in mid-lunge, potentially resulting in plunging into another hazard without practice.

Teleport: Charges exactly like a spindash, but instead teleports the player directly forwards proportional to the amount of charge the player stores first. The destination is marked by a thok graphic during charging, gradually moving outwards the more charge is gathered. Any monitors and destructible walls (and in co-op, badniks) between the player and the destination are destroyed when the teleport is commenced.
Cons - The thok graphic marker is visible to other players, allowing them to anticipate a teleporting opponent and ambush them accordingly. Players do not carry any momentum after teleporting. Players cannot roll, cannot destroy badniks and such whilst charging (unlike the spindash), and must come to a complete stop to use the ability. Cannot be used to gain vertical ground.

First Aid: Summons a 10-ring box in front of the player. Intended for allies in team-based gametypes. Thrown red rings also replenish the ring count of others if it hits an ally instead of an enemy.
Cons - comes out of the player's own ring count. Enemies can still pop the box and take the contents for themselves. Does not respawn (naturally). Allies do not receive bonuses from special weapon rings. The player loses the ability to roll in exchange for this one.

Directional Thok: Works exactly the same as the standard thok, only the player travels in the direction of the crosshair in FPS mode instead of straight ahead. Can be used to gain height or hit the ground quickly.
Cons - less useful in a firefight than the thok (requires you to aim your weapon and the thok at the same time). Loss of precision in chasecam mode. Most other pros and cons of the standard thok still apply.

Illusion: The player makes a short dash forward, becoming briefely invisible and for the short duration of the move leaves behind a temporary decoy behind that can be destroyed by attacks. Executed similarly to the previous Lunge move.
Cons - unlike the Lunge, the move cannot be used repeatedly, and brings the player to a complete stop after use. The player can still be harmed whilst invisible. All other cons of the Lunge apply.

Zeeky Boogy Doog: Spawns an instant-kill apocalypse shield explosion at the location of every player on the map. You automatically win the game.
Cons - everyone gets sick of it and leaves the server, leaving you nobody left to pwn. Is an obvious joke ability that I don't expect anyone to take seriously.
 
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Alrightly, here are some more abilities that are possibly brillant or utterly stupid.

Form of... STATUE! - The player turns into a statue as long as they hold the action key, for a maximum of five seconds. In this state, the player is invulnerable to all attacks, immune to crushers, can breath underwater / in space and cannot be sucked out by a vacuum. If the player is running while they transform, they sort of skid to a stop. If an enemy or another player are hit while the statue skids, they recieve damage. Players start with zero speed when transforming from a statue. Is activated at the cost of some rings, perhaps 20.

Lucky Card - When the player hits the action button, one of six cards is randomly drawn. These cards will have various effects. For example:

1 ~ Nothing happens
2 ~ The player gains 20 rings
3 ~ The player gains 50 rings
4 ~ The player loses 20 rings
5 ~ The player gains a shield with no special abilities
6 ~ The player is invulnerable for five seconds

The player can draw a card at any time, at the cost of rings (let's say 20). After drawing a card, the player cannot use this ability again for five seconds.

Ticking Time Bomb - The player hits the action button and a 10 second countdown begins. At the end of this countdown, the player self-destructs, instantly killing themselves and anyone caught in their blast radius. The player also explodes if they make contact / are attacked by another player. The goal is to chase multiple players into a tight spot and take them all out. The sprite of a player who activates this attack will flash and the countdown will be visible above the player's head. Blast radius will be smaller than that of the Armagedon Shield's blast.

Teleport - Whisks the player off to a location on the map without any other players nearby. Costs 50 rings to activate and cannot be used again for 15 or 30 seconds. Disabled in single-player and capture the flag mode.

Raging Bull in a China Shop - The action key is pressed and the player runs forward automatically at full speed for 15 seconds, damaging any other players that are plowed into. The player also leaves behind a trail of damaging flames wherever they go. Although the player cannot slow down or spin, he or she can still jump, turn or strafe. A raging character's sprite blinks red rapidly. Raging characters can still be shot, be damaged by spikes, slime and lava, drown in water, be crushed or fall into bottomless pits. Any damage taken while raging will automatically return the player to their normal state. Uses 50 rings and cannot be activated twice in 30 seconds.

Grow - The player grows to twice their normal size, increasing their speed, jump height and range of attack. However, they are more vulnerable to being shot. Requires 50 rings, lasts for 15 seconds, and cannot be activated more than once in 30 seconds.

Shrink - The player shrinks to twice their normal size, reducing their speed, jump height and range of attack, but decreasing their attackable area. Same restrictions of Grow apply. Not ideal for maps requiring normal jump height.

Gill Mode - The player can "breath" underwater. However, they will suffocate after 30 seconds on dry land. Perhaps there could be some sort of fountain item that would function like air bubbles. Obviously recommended for maps with many pools of water. Lava and slime are still harmful.

Antiring Mode - A variation on the "healthbar" idea. A player begins the stage with 100 hit points, and each time a player takes damage, he or she loses ten of those points. HOWEVER, any rings collected SUBTRACT one hit point from your total, so the goal is to avoid rings and ring item monitors if possible. If needed, a special item could be created to recover 10 hit points when collected. Only for single player stages.
 
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