Suggestions

The elemental shield is overpowered. Just because the official levels don't show it doesn't mean it isn't there.
So what? Good levels either use only one evironmental hazard or don't provide Elemental shields at all. The level designer is only required to use common sense. No one puts an Attraction shield into a level with a massive amount of rings. If it's overpowered, that's a design fault and not the fault of the game.
 
How about something like JTE, where you have a tails bot with you in single player. Maybe you should add bots in the actual version.
 
This is the discussion topic, Shinobi, so put your ideas there.

Anyways, so the Force Shield is basically the Basic Shield x2 with reflection?
 
Neo, your post is a little undescriptive to push the Elemental Shield's abilities beyond what they actually are.

ACTUAL ability split of shields:

Whirlwind Shield:
* Protects from one hit.
* Double jump on jump-spin.
* Jump in midair when running off ledges.

Elemental Shield:
* Protects from one hit.
* Protects from elemental damage.
* Protects from drowning.
* Fire trails on spin-dash.

Force Shield:
* Protects from TWO hits.
* Reflects projectiles when hit.

Attraction Shield:
* Protects from one hit.
* Attracts all nearby loose rings to the player.

Armageddon Shield:
* Protects from one hit, triggering on protection.
* Press jump-spin to trigger, dealing damage to everything within a certain distance and destroying the shield.

So yes, the elemental shield has slightly more abilities, but most of those abilities are not likely to be relevant at once. Unless you're somehow in a space countdown sector on an electrical damage sector with enemies on it to kill with a flame trail, those abilities aren't going to be relevant at once. In most every situation where the Elemental Shield is helpful, it's because of only ONE of the abilities mentioned. What this does is give the shield a use most everywhere, but not an exceptionally powerful one. Compare this to the Sonic 3 Water Shield, which was mostly useless unless there was water.

I personally like the concept of having 5 shields which all have strengths and weaknesses to the point where there's an actual decision involved in which one to grab. Putting all the elemental resistance onto one shield means that if you want elemental resistance you're giving up all those other abilities. That's game balance in a nutshell right there.
 
This topic hasn't been given a cleaning in months. Going through all posts before this to edit/delete invalid suggestions and spam.
 
ACTUAL ability split of shields:
So basically I omitted the standard function of a shield by definition, forgot about the new tweak to the whirlwind shield in 2.0 and unfolded "elemental damage" to the three separate elements which are still diferentiated in SRB2. I don't see what horrible crime I committed.

I personally like the concept of having 5 shields which all have strengths and weaknesses to the point where there's an actual decision involved in which one to grab. Putting all the elemental resistance onto one shield means that if you want elemental resistance you're giving up all those other abilities. That's game balance in a nutshell right there.
One could argue that with the shield system in 1.0 you also had to decide what you needed the most: an elemental protection or possibly the side-effect of a different shield. (The problem with this argument is that the secondary effects of the elemental shields in 1.0 kinda sucked. Add in the whirlwind jump to the mix and it becomes a fair bit more interesting. Lava protection, or a double jump to keep you from falling in it?)
 
One could argue that with the shield system in 1.0 you also had to decide what you needed the most: an elemental protection or possibly the side-effect of a different shield. (The problem with this argument is that the secondary effects of the elemental shields in 1.0 kinda sucked. Add in the whirlwind jump to the mix and it becomes a fair bit more interesting. Lava protection, or a double jump to keep you from falling in it?)
This gives you even more choices to make. Lava protection, a double jump, ring attraction, a second hit in case you really screw up, or a blast to remove all enemies in range? There are quite a lot of options to consider and the fact that the proper choice is frequently different based on circumstances means we've done our jobs right.
 
New Timed Linedef Executor approach - by flag

Instead of creating a new trigger, like this:

3) New Trigger - Wait

Like "WAIT #" command, this can give a "delay" between events. This could be used when level designer wants certain events don't be performed immediately after triggered.

Sample: After 2nd hit against the boss, wait 70 tics, make slime rise. After player has stepped on a sector, wait 85 tics, door closes.

... I could set a linedef flag ("No Climb"?) that delays a Linedef Executor Triggers. The delay in tics is set by the linedef's front-side X texture offset.

Sample: a character steps on a Floor Touch sector tagged to Trigger Linedef Executor: Each Time with a delay of 70 tics; after 70 tics, the linedef executor in the control sector is triggered.
 
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New Timed Linedef Executor approach - by flag

Instead of creating a new trigger, like this:



... I could set a linedef flag ("No Climb"?) that delays a Linedef Executor Triggers. The delay in tics is set by the linedef's front-side X texture offset.

Sample: a character steps on a Floor Touch sector tagged to Trigger Linedef Executor: Each Time with a delay of 70 tics; after 70 tics, the linedef executor in the control sector is triggered.
lrn2uprunpgd

But seriously, there's already something like that, except it applies to the actions instead of the triggers. Give said action the Upper Unpegged flag, then give it a back sector and set that sector's ceiling height to the amount of delay in tics.
 
Prevent Crawla Commanders from charging while the player is revving a spin dash. Their willingness to do so is the one thing preventing them from becoming truly formidable foes.
 
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I'm pretty sure this might have been suggested before, but what about a Dynamic 2D plane? (D2D, perhaps?)

Picture a 2D NiGHTS map without an Ideya drone and lessened jump height. This is part of what I'm getting at. The other part involves using the NiGHTS axis' on a 2D plane to be able to follow a path as if you collected the Ideya drone, but actually didn't.

But what about objects mobj's too? Can't they be restricted to along the path? Such as a ring for instance. If fired, it will follow the path until it either dissapears or crashes into an object/wall in line of the path.

This would probably allow for some interesting creations to be made. Gametypes such as Match, CTF, and Race could also work too because you can ACTUALLY compete against others in the intended gametype.
 
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A "face this way" linedef. Similar in effect to the way that the "Effect 4" flag attached to a wind/current linedef forces the player to face that direction with left and right acting as strafe buttons, but, well, not a current, allowing the player to move in any direction.

Could be used for a stage like those daytime Sonic Unleashed stages.

Alternately, another flag for the wind/current linedefs that acts like the "Effect 4" flag, but with the character running instead of sliding.
 
1) New Sector type/Linedef: Trigger Linedef Executor - Shield Check

Maybe I'm crazy. This idea came from this post (about Attraction Shield):

We could think of interesting gimmicks/effects for Attraction Shield: a player with Attraction Shield can turn on electric traps and electrocute other players on multiplayer maps, and turn on lights or move doors or machines if he steps on a socket [or dynamo], on single player and coop.

Some traps and effects could be triggered depending on the shield you are using.

2) Sector Type 9, Ring Drainer - Floor Touch: setting its speed

I'd like to use Ring Drainer to take off player's rings, but if the player has so much rings, he'll wait too long. I'd like to speed up the ring drainer in some way.
 
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* In netgames/stages with a time limit, have the TIME flash red when there's one minute to go.

* In point limit games, flash a brief CECHO underneath the weapon icons (ala overtime) when someone is about to hit the point limit. ie,
Match: "(NAME) CLOSE!" or "(COLOR) TEAM CLOSE!"; if within about 100-150 points
CTF: "MATCH POINT: RED/BLUE"; obviously if within 1 point, or just "MATCH POINT!" if both are close

* For time attack, add a Score Attack option. (perhaps have it skip the boss stages.) Or just record top score per act too, but the benefit of a seperate option is it helps focus on one thing or the other. I think.

* If not the above, then probably better idea: add an "Advanced" option for non-boss stages, wherein your time isn't recorded unless you finish with at least (x) amount of rings... say anywhere between 50-100, and possibly make it replace/remove Magnetic Shields. There's a mode like this in Sonic Pocket Adventure and it's slick.

* Add the circuit maps to time attack, though that raises the question of what to do with WAD circuits...

* In race and time attack modes, add an option to show your split times (how long you took to tag a starpost from the start/previous starpost, if that can be recorded) somewhere on the screen. Also have it, as a seperate option, display your lap time when you cross the start/finish in circuits.
(* Visual trick for the above: in race and time attack, switch the bulb on top of the starposts for one with a stopwatch on it - "Clockposts". Or maybe someone can mod that...)

* Tails/Miles switch trick from Sonic 2, as a setting/hidden command.

Prevent Crawla Commanders from charging while the player is revving a spin dash. Their willingness to do so is the one thing preventing them from becoming truly formidable foes.
* This, applied to Minuses too. ...or! Like the Red Crawlas, create a harder version.
 
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* In netgames/stages with a time limit, have the TIME flash red when there's one minute to go.
Suggested internally, denied. Look at XSRB2 X.01.6 for why.

* In point limit games, flash a brief CECHO underneath the weapon icons (ala overtime) when someone is about to hit the point limit. ie,
Match: "(NAME) CLOSE!" or "(COLOR) TEAM CLOSE!"; if within about 100-150 points
CTF: "MATCH POINT: RED/BLUE"; obviously if within 1 point, or just "MATCH POINT!" if both are close
Now that would just get real annoying, real fast.

* In race and time attack modes, add an option to show your split times (how long you took to tag a starpost from the start/previous starpost, if that can be recorded) somewhere on the screen. Also have it, as a seperate option, display your lap time when you cross the start/finish in circuits.
(* Visual trick for the above: in race and time attack, switch the bulb on top of the starposts for one with a stopwatch on it - "Clockposts". Or maybe someone can mod that...)
You've never seen XSRB2, have you. . . at all?
 

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