No Super Cancelling and Super Cancelling all have it's own trade-offs. I say have it as an option in settings, so the player can choose which style they like.
Yeah, super sonic is very annoying in precise platforming sections, especially in levels like Castle Eggman. I believe super cancelling could help incases like those.Super Sonic is supposed to be a reward, being able to cancel it should be a part of the reward (especially since he's hard to control in precise platforming sections).
__________________There is no tradeoff to super cancelling unless super cancelling explicitly comes with some sort of cost, like subtracting your total ring count.
Cancelling your super form does mean you get to preserve it, but you also risk losing all your rings and only being able to recover a small percentage, making you have to meet the ring quota again if you want to turn Super again.
Super cancelling does come with its own trade-offs, including what you said.If you drop below 50 rings and cancel, you also can't change back until you get enough rings again.
I've seen it suggested that you could cancel the Super transformation animation and turn back to normal. That sounds way more likely and in-keeping with the game design.
On the topic of Super Canceling, one potential balance that comes to mind is allowing it, but giving it a ring cost. Say for example, 10 rings. So if you go Super and drop down below 10 rings, you don't have enough anymore to cancel the transformation and are forced to commit until you either lose the form or manage to get above 10 rings.
Alternatively, you could put a limitation on it where you need more than, say, 40 rings to cancel it but it doesn't cost anything. This would at least make it so that players aren't just canceling the form to retain their ability to take a hit when their number of rings gets low.
Alternatively if being above a certain ring count isn't a viable compromise, simply placing a 5 to 10 second timer on the player when they transform during which time they can cancel the form could work better. The main difference with this approach is even if the player has 100 rings, they still only have a few seconds to decide to detransform before they are forced to commit. To balance this out further, perhaps another cooldown of, say, 30 seconds could be applied after the transformation is canceled during which the player is unable to transform again, so as to prevent abuse.
Super cancelling can work great if done right.Super cancelling does come with its own trade-offs, including what you said.
A cooldown would also be another trade-off with the feature, it raises the stakes higher. Like, if the cooldown was set to like 30 seconds or so, the player would have a risk of getting hit during the cooldown, which means having to collect 50 again. Even if they decide to wait, on some stages that's not going to be an option since some badniks are very aggressive and water is in the game. You still miss out on some points as well, and if there's a time limit set, that means they also have a chance of dying because of the time limit. Super cancelling already has trade-offs, and cooldowns would mean more trade-offs as well.
I'm pretty sure the Fire button would work in both campaign modes.Super cancelling with restrictions is still an unnecessary feature that changes the game for the worse IMO. I wouldn't mind if they made it a mod, but I don't think it should be part of the vanilla game. Besides, there's the aforementioned button problem. And if they added another action button, I'd rather they used it for another action, or something more substantial and less situational than Super cancel. Even if they made it an optional feature, it would still prevent other actions from being mapped to that button - unless they wanted to cause button conflicts for people who enable Super cancel.
Besides that, I think I'm against Super Canceling after the first ~2 seconds.
Canceling the transformation animation should absolutely be a feature. It's not common, but I sometimes activate Super by accident when I try to land into a spin.
Is it me or We can transform Knuckles into his Super Form now?
Ooh that explains it lol, I also liked the new skills he gets on super form!Super Knuckles was recently patched in. It remains to be seen if other characters will get Super forms in later patches.
Yup, that's what i thought, and that's what i agree.Knuckles is the character that deserved a Super mode the most out of all.
And I think that Tails being somewhat the "easy mode" of the game should justify him being denied of any Super form to encourage players to beat the game with other characters.Yup, that's what i thought, and that's what I agree.
And I think that Tails being somewhat the "easy mode" of the game should justify him being denied of any Super form to encourage players to beat the game with other characters.
As for Amy and Fang they're just side/bonus characters that doesn't need a Super form because they never interacts with the Chaos Emerald