ESC will cancel a join, and any download you haven't finished at the time.Have an option to not use MAXSEND. I don't always like downloading unknown files without the game saying yes or no.
But to be honest, the crawlas are a little too simple when it comes to enemies, in fact, they're pretty much a robotic goomba and that just seems a little silly to me. This suggestion goes back to when I played a Sonic Adventure styled Srb2 mod. In this mod, the red crawlas shot something at you, this made sense, as they were supposed to be the harder enemy. However, seeing as crawlas have guns on their faces (or what appear to be anyways), why don't they shoot anything? They just seem way too incompetent on doing anything. I personally think that the red crawlas should at least fire a bullet at you.
There's an easy reason why that would be undesirable. A water shield for example has no use in lava-themed levels, while a fire shield has no use in water/slime-themed levels (at least in single player). The protection from several types of damage is not overpowered if there's just one type each in most levels anyway.Also, thanks to Chaos Knux, I'd also kind of like to add that I think the Elemental Shield is over powered and should be used in secret places. I also think that the fire shield and water shield should be two separate shields and both be used in different places.
You can't spindash into the Green Snapper (the turtle enemy).I think another that we've got some cool enemies, but I personally think that we should have some enemies that you cannot just spindash into, similar to the shielded enemy, but it gets destroyed once you hit it above a certain level.
The usefulness of running on water depends a lot on the level you are using it in. It makes certain parts of DSZ a cakewalk, but in ACZ, you end up with no ability at all.this might sound silly, but sometimes there were issues with special abilities getting abuses in the older versions, and that's obviously changed now, however, I'd like to think that, if this isn't an overpowered ability, but could there be the possibility of "Running on Water" as an ability? That way you can't have flying or thoking or double jump. That way you can't be truly overpowered.
There's an easy reason why that would be undesirable. A water shield for example has no use in lava-themed levels, while a fire shield has no use in water/slime-themed levels (at least in single player). The protection from several types of damage is not overpowered if there's just one type each in most levels anyway.
You can't spindash into the Green Snapper (the turtle enemy).
The usefulness of running on water depends a lot on the level you are using it in. It makes certain parts of DSZ a cakewalk, but in ACZ, you end up with no ability at all.
Coop =/= single playerBut you're thinking co-op, consider the other game types like Match or CTF. Don't you find it the least bit cheap that this person, before you shoot them, can go onto any type of environmental field that would normally damage them?
And as for the co-op sense, you just do this. Only put the type of shield that's useful there, not only that, but if that shield means nothing at that time, on the positive side, at least it's a shield, and it does it's job at protecting you.
Place it on the edges of platforms or in narrow corridors and it suddenly becomes very powerful.I personally find that thing as a very useless enemy as it's basically just a much slower moving crawla. It doesn't do anything to make it a fearsome enemy.
Glide and climb is still useful even when there are no climbable walls, since you still can use the glide to increase the distance you can jump. Running on water however would be practically useless everywhere but in DSZ (and Tidal Palace in Match).That's the entire point, while some levels are made quite easy, the others are made quite difficult. That's the whole point of choosing your ability.
Also, that logic is like trying to say with gliding and climbing. Levels that require difficult platforming, you can easily climb the walls and not have to go through the difficult stage. Where as opposed to another stage which has platforming, but there are no climbable walls making the gliding ability almost useless.
ESC will cancel a join, and any download you haven't finished at the time.
If the file is small/downloads fast, you might not have enough time to can it.
Coop =/= single player
Anyway, my point applies to Match and CTF as well. A water shield would be useless in several stages, while a fire shield would still be as powerful as before in Infernal Cavern. In Tidal Palace, a fire shield would vanish when the tide is up, thus severely hurting its potential.
Place it on the edges of platforms or in narrow corridors and it suddenly becomes very powerful.
Glide and climb is still useful even when there are no climbable walls, since you still can use the glide to increase the distance you can jump. Running on water however would be practically useless everywhere but in DSZ (and Tidal Palace in Match).
In Match and CTF, every shield will come up, no matter if you place it there or not. All shields should be mildly useful in every map, and splitting into water and fire shield would make the water shield an undesirable shield to get in most Match and CTF stages.But that's obviously why you don't place those shields into the stage in the first place, and I also remember saying a bit earlier about how if their special ability was useless in the first place, it would then just become a regular shield kind of like the basic shield from Sonic 1 and Sonic 2.
I frequently run into Snappers in ACZ1 personally.I haven't found any of those situations at all in the regular srb2 stages.
In Match and CTF, every shield will come up, no matter if you place it there or not. All shields should be mildly useful in every map, and splitting into water and fire shield would make the water shield an undesirable shield to get in most Match and CTF stages.
Heh, yeah. Make the Attraction Shield temporarily give Sonic the Homing Attack ability. It really wouldn't be that useful, possibly even hindering, but it'd be mostly a harmless, fun change.
Just don't make it slow down his regular thok, though.
I'd prefer if it were on the jump button, but it's much more likely to ever make it to the game if it's mapped to the spin button, so I'll concede. :)That sounds like a decent thing that could possibly be added to the shield, but I kind of meant the way it would be used be similar to the whirlwind shield where you have to press the spindash button in the air to use it, that way it won't override the user's default ability (and I know you said just Sonic, but I mean in a sense so that way everyone can use it)
3. Make parts of levels into coop parts