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#61 |
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#62 | |
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On occasion, Eggman fires missiles at Sonic in an attempt to slow him down and potentially cause him to fall into a bottomless pit. Sonic must dodge these missiles whilst avoiding falling behind too much, collecting rings along the way to maintain his transformation. Instead of attacking Eggman directly, perhaps some of the missiles are differently colored and Sonic can jump into them to reflect them back at Eggman. Alternatively, the goal could be to find buttons to push that cause Eggman's rockets to turn on him and deal damage, or to fire new rockets at him. In either event, there are ways to teach the player on the fly simply through observation and cues rather than assuming they are incapable of adapting to this boss the same way they adapted to, say, the DSZ boss or CEZ boss when they presented new elements that weren't seen in the levels before them. As this is the final boss, the player is to be treated as though they are experienced with the game, not as though they are a total beginner who has no idea what they are doing. Just because you can't personally think of a way to make a boss work within a certain gameplay style does not make it objective truth that it can't be done. As such, yes, I do believe there are ways to make it work even with the Egg Reverie style and NiGHTS style. It is pure arrogance to simply dismiss the potential of any of the three styles just because you personally lack the imagination to make it work as anything other than an easy boss. As an additional note: Complexity and Difficulty are not directly linked. Doomsday Zone is a fairly difficult boss the first time you play through it, even though it's incredibly simple; simply catch up to Eggman and smash into him for the first phase, and then trick him into shooting himself by taking advantage of the homing properties of his missiles. The same kind of principle (That a hard boss can be simple) can easily be done in SRB2 (and already has been) if the imagination to implement it is present. |
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#63 | |
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First of all, there's no "we", anybody here is free to talk about the potential ways a stage like this could be done in SRB2, that's what I was trying to do with this discussion, throwing ideas here and discuss wether or not they would work considering how the devs see the game as a whole. Now, I do think both a NiGHTS style stage and a 3D stage could be made for the game, the question is not which one should they make, but working out how either option could work, that was my initial intention for this thread, I think it's fine if it goes other places, but I don't think you should be shutting off ideas just because you personally don't think they should make them real.
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"Starting now, you can only say the words, 'There is no way I can do this!' four times, and four times only. Alright? Four times." |
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#64 |
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Honestly I really like the idea of having a 2 type final battle like in mania, although id prefer if it was done slightly differently. You could have different phases, 2D gameplay that plays similarly to the nights special stages, and a sort of normal/platforming phase. Doing this could test your skills in both of the games play styles. Although I would rather if any nights portion would focus less on collecting orbs and more on keeping your ring count up while also damaging the enemy.
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Universal super form supporter |
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#65 | |
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That's what I meant when I said you were shutting down ideas, as in, not accepting anything that's a 3D stage just because it's a more difficult option to work with. If that wasn't your intention in what you said there, then I apologize, I misinterpreted what you said. I do think, reading everything people have posted here, that there really isn't an option that would realistically satisfy most people, since SRB2 has a lot of different gameplay styles at play, and yet, the special stages stuff and also Super Sonic, is basically locked behind playing the NiGHTS stages to get the emeralds. That being said, the fact that the player has to master NiGHTS gameplay in order to get Super Sonic, doesn't really matter all things considered, is not like other Sonic games use gameplay similar to the special stages on any boss, just because the player is used to playing those stages to get the emeralds, so I don't think that argument holds up that much, assuming of course that they are planning to follow Classic Sonic's formula. A new gameplay style exclusive to Super Sonic could be fine, as long as it doesn't use a lot of new concepts thrown to the player. For instance, I think an Egg Reverie moveset could be fine, as long as it's not too complicated or counterintuitive to the player to learn.
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"Starting now, you can only say the words, 'There is no way I can do this!' four times, and four times only. Alright? Four times." |
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#66 | |
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#67 | |
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But still, special stages gameplay are usually exclusive to them, that gameplay isn't really used in anything else in any game, so using that gameplay for a boss fight seems a little weird to me.
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"Starting now, you can only say the words, 'There is no way I can do this!' four times, and four times only. Alright? Four times." |
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#68 |
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All I have done is try to explain why using Super Sonic's regular moveset is a valid option with potential to it, just as the other options are. You have replied every time with effectively "You can't do that without the boss being simple and easy" even though this is plainly false. If you aren't interested in arguing over it, you shouldn't be instigating the argument in such a way as to keep me on the defensive. If you aren't aiming to shut down discussion on it, then stop acting like it not being viable is objective truth just because of your inability to imagine how it could work. It would be much more constructive to just say it how it is; that you personally don't see how it could work and that it would be up to others to figure that out, as opposed to outright dismissing it.
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#69 |
Warrior from Algol
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I'm sorry about my last comment, I got tired because I didn't sleep enough.
Maybe the Nights mode should get a tutorial level for people who has a bit of trouble about them.
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Welcome to the Fantasy Zone Get Ready! |
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#70 | |
NiGHTS addict
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re: names
I have been extremely vocal for Zero Ring Zone (anyone remember this? kek) to be the final fight's name, maybe even with a reimagined version of MP_0RI to accompany it. Zero Ring is a very... clever name to me. Although I'll say Final Flight also sounds cool.
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#71 |
2.3 will have menus
Moderator
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Let's all remind ourselves that up to this point, this is merely a "what if" thread where people are brainstorming at most. If you think something doesn't work, state why with the goal of improving on it. If you think it works despite everything, start work on it to demonstrate. This isn't a burden-of-proof hot potato game: there is no leeway to be on each other's throats on the guise of ideas proposed here being supposedly unconceivable or uninteresting when there's nothing concrete to test out.
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don't care didn't ask plus you put player code in mobjthinker hooks |
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#72 | |
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#73 | |
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If we wanted to go for super cheesy, other names could be Zero Hope Zone, or even The End Zone. |
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#74 |
Change your Mind
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I can see a NiGHTS Final Boss where once you Defeat Brak, Eggman Escapes and then Sonic or (Any of the Characters that can go Super) Decide to go Super and Chase them down in a NiGHTS like Final Boss trying to avoid Remains of the Death Egg?? or whatever Sonic is in for ERZ.
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#75 | ||||
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#76 |
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Considering we have had a multi-page argument about it, I think it's self-evident that it's not as obvious as you think it is.
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#77 |
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It's not my fault that you're speaking in a matter of fact way in a topic that's supposed to be opinion and speculation. Anyway, that's enough. End it. We have carried this pointless back and forth on long enough.
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#78 |
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For someone that supposedly isn't interested in arguing about this, you really just can't seem to let it go. Go find a dictionary and look up what the word "stop" means, and then let's get back on topic. The argument is over. I will be participating in it no further.
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