Post by sephikus on May 13, 2009 12:50:22 GMT -5
According to Steele this idea was proposed at least once before by himself. I hope this version is different enough and feasible enough to actually make it in.
Concept Origin
My concept originally began when reading over RP1 and noticing the interesting uses that Smash Orbs were put to. However i quickly discovered that it would take me weeks or months to read through all of RP1, RP2, RP3, and RP4 and so instead i skipped to the shortened Synopsis listed in the RP4 section. I asked around a bit and the general consensus was that smash orbs currently "didn't exist" within the RP. I felt this was something that was a very important and useful aspect of the Smash World that we as a community were neglecting. I began thinking of ways to implement Smash orbs without making them overpowered or underpowered. My first thought was that perhaps we might have a sort of MP gauge but that idea was swapped for an inverse MP gauge which because of similarities was swapped for a Limit Break Concept based on that used in most of the Final Fantasy series. However i quickly decided that individual "Smash Gauges" would have an unbalancing effect on the RP and so instead I opted for more of a "Battle Gauge" that would be filled by everyone during battle. This lead my thinking to Final Fantasy X and it's many different methods of Charging the "Limit Gauge" and this struck true with me as not everyone is likely to spend the entire battle just attacking their opponents. Then I thought that perhaps people might have multiple smash attacks. The thought then split in two directions. One where everyone had a set number of Smash Attacks that they always had and the other where everyone had a max number of smash attacks and a limiter of some sort preventing them from accessing the other smash attacks until achieving some sort of "level up". My mind jumped to smash points almost immediately and after reading up on smash points i felt that this "Smash Gauge" could be added fairly easily into the existing systems without forcing anyone to alter their profiles. Thus we have this finished concept.
Static Smash
Basically this version of the Smash Gauge would be something that would grant all Smash Attacks in the list but would likely have less attacks and each would likely be less powerful.
Characters could either "magically" acquire this power like the White Purifying Orb from RP1 or it could be an accessory to be purchased from the Smash Shop with Smash Points.
Smash Accessory
The Smash Accessory would serve several purposes. It would allow the smash energy built by a character to be added to the Smash Gauge. It would also allow the character to check the progress of the smash gauge and it would give them access to their smash attacks.(I figure not having natural smash attacks could be part of not actually being from Smash World.) Perhaps this accessory could perform other functions.
Smash Accessory/Poketch Fusion Rough Draft
If multiple Smash Gauge types were used then the type could be determined by the Accessory Model.
The name Smash Accessory is Simply a Descriptive title for purposes of this Suggestion. It is highly suggested to alter this if implemented. Star and I were on MSN working on polishing up the "Smash Accessory" design that i had into my head and she mentioned that she had heard people wanted pokedex's, eventually we came up with a name that we both felt worked, "Poketch Fusion", fusion being a double entendre that refered to both metroid fusion(since i took a lot of the design ideas from the finished "Smash Accessory" design from Samus' Chozo suit, and a reference to the fact that in the RP the device would be made from various parts gather from all over smash world.
Smash Gems
These stones would be used in the "leveling" type of Smash Gauge that allows access to Smash Attacks aside from the first one.(both kinds of system could technically be used at the same time. NOT both kinds of Smash Accessories.)
Each gem or whatever could perhaps have the information of the individual attack in it so that everyone doesn't run around with a bunch of identical smash attacks. The ?gem? would fit into the ?accessory?, however once slotted in it can't be removed and so the move can't be changed. The ?gem? could possibly be purchased from the Smash Shop in a more generic format and then modified using a Submission somewhere in the Customization SubForum. Perhaps more expensive Smash Gauges might enable more Smash attacks or even provide different ways of using the Smash Attacks(combined effects anyone?)
The name Smash Gem is Simply a Descriptive title for purposes of this Suggestion. It is highly suggested to alter this if implemented.
Smash Gauge
The smash gauge would be just a small notation at the bottom of the post of each character that actually adds to it.(or in longer topics perhaps at the bottom of each post regardless if the gauge increases or not)
This could be done however it is decided but i was thinking something along the lines of
Basically the gauge would release a smash orb at full but perhaps at set points it might release items into the field or provide some sort of other benefit(i leave that to the discretion of staff/other RPers)
The smash orb itself would function identically to the ones in the game. Perhaps each person can move it a certain distance once it's out but never toward their own character.(to simulate it's semi-random movement)
Smash Gauge Dismissal
I suddenly realized that some people might not want to add Smash Attacks and Smash Gauges to their character. Perhaps there might be other Benefits available in the Smash Shop that wouldn't be usable with the Smash Gauge and would prevent the purchase of a Smash Gauge once purchased.(please remember these are all just ideas and i am simply placing them here so that others might expand or alter them and then a final decision for or against can be leveled)
Edit
I have a few ideas for possible features for the Accessories. Communicator(much like the Smash Orbs held by SSS work now), Watches(perhaps useful to synchronize attacks or anything else a watch would be good for), Vital Sign Synchronizor(like a party Status Screen).
I also had two more ideas for the possible effects for the pre-smash orb benefits, terrain and environmental effects, glowing glyphs that provide various benefits to whoever steps on them first.
I was speaking with Star on MSN and i came up with the idea of perhaps having a "gauge computer" which is the device that actually triggers the gauge functions and gathers the smash energy from the accessories which might be stored either within each stage(changing stages mid battle would then reset the gauge) or float invisibly and out of phase near a group of combatants(this kind would last over stage changes but would basically like deactivate and stop following the group after the battle ends so that people can't build up gauges over several battles)
Also the possibility for Entire Storylines and even new types of Enemies might arise from this.
I do have examples of some different Gauge Fill Methods but I'd rather the more experienced RPers and Staff create some from scratch so we can assure the Gauge Fill Methods are balanced. I will however give these examples if enough people ask for them.
Just noticed a possible misunderstanding in the smash gem description. Fixed.
/Edit
Concept Origin
My concept originally began when reading over RP1 and noticing the interesting uses that Smash Orbs were put to. However i quickly discovered that it would take me weeks or months to read through all of RP1, RP2, RP3, and RP4 and so instead i skipped to the shortened Synopsis listed in the RP4 section. I asked around a bit and the general consensus was that smash orbs currently "didn't exist" within the RP. I felt this was something that was a very important and useful aspect of the Smash World that we as a community were neglecting. I began thinking of ways to implement Smash orbs without making them overpowered or underpowered. My first thought was that perhaps we might have a sort of MP gauge but that idea was swapped for an inverse MP gauge which because of similarities was swapped for a Limit Break Concept based on that used in most of the Final Fantasy series. However i quickly decided that individual "Smash Gauges" would have an unbalancing effect on the RP and so instead I opted for more of a "Battle Gauge" that would be filled by everyone during battle. This lead my thinking to Final Fantasy X and it's many different methods of Charging the "Limit Gauge" and this struck true with me as not everyone is likely to spend the entire battle just attacking their opponents. Then I thought that perhaps people might have multiple smash attacks. The thought then split in two directions. One where everyone had a set number of Smash Attacks that they always had and the other where everyone had a max number of smash attacks and a limiter of some sort preventing them from accessing the other smash attacks until achieving some sort of "level up". My mind jumped to smash points almost immediately and after reading up on smash points i felt that this "Smash Gauge" could be added fairly easily into the existing systems without forcing anyone to alter their profiles. Thus we have this finished concept.
Static Smash
Basically this version of the Smash Gauge would be something that would grant all Smash Attacks in the list but would likely have less attacks and each would likely be less powerful.
Characters could either "magically" acquire this power like the White Purifying Orb from RP1 or it could be an accessory to be purchased from the Smash Shop with Smash Points.
Smash Accessory
The Smash Accessory would serve several purposes. It would allow the smash energy built by a character to be added to the Smash Gauge. It would also allow the character to check the progress of the smash gauge and it would give them access to their smash attacks.(I figure not having natural smash attacks could be part of not actually being from Smash World.) Perhaps this accessory could perform other functions.
Smash Accessory/Poketch Fusion Rough Draft
The purple portion is a interchangable faceplate, the dark grey circles are "smash gem" insertion slots, the light gray screen-like portion is actually a metal plate covering the actual screen area, the Dark Grey Screw Attack symbol is a button that when pressed will cause the metal plate to slide aside and activate the holographic display and keyoa, the dark grey buttons on the left and right side of the device change the page of the holographic keypad allowing near infinite buttons, the black sections are addition chip slots to be used by things like the Poketch in Pokemon D/P, the colored boxes at the top of the device are lights.
Faceplate: The Faceplate comes in a variety of default colors and the color can be altered on any faceplate by removing it and adjusting a few settings on the backside of it.
Gem slots: When pressed the metal cover spirals open much like the airlocks in Metroid, once a gem has been added the slot locks into place on the gem preventing it's removal
Screen Cover: The cover just like all the parts of the device is completely indestructable being made from numerous compound metals compounded together in various combinations.
Holographic Display: The holographic display needs no light to be seen nor does it produce light itself, enabling the device to be used for stealth purposes or to simply allow night usage.
Holograpihc Keypad: The keypad and display screen can be switched between by touching the edge of which is currently active, the keypad like the display needs no light to be seen nor does it produce light however when a key is depressed the color shifts slightly showing what keys have been pressed and the key also replicates itself in a small section just above the main portion of the keypad.
Chip Slots: The chips slots can be used to grant expanded functionality to the Poketch Fusion allowing a single device to maintain usablility no matter how many years have passed since it's creation. When a chip is inserted it snaps into place but can still be removed later if desired.
Lights: These lights don't actually produce light but instead function on the same holographic principles of the display and keypad, producing a colored mark above the light itself that neither needs light to be clearly seen nor produces light itself.
Faceplate: The Faceplate comes in a variety of default colors and the color can be altered on any faceplate by removing it and adjusting a few settings on the backside of it.
Gem slots: When pressed the metal cover spirals open much like the airlocks in Metroid, once a gem has been added the slot locks into place on the gem preventing it's removal
Screen Cover: The cover just like all the parts of the device is completely indestructable being made from numerous compound metals compounded together in various combinations.
Holographic Display: The holographic display needs no light to be seen nor does it produce light itself, enabling the device to be used for stealth purposes or to simply allow night usage.
Holograpihc Keypad: The keypad and display screen can be switched between by touching the edge of which is currently active, the keypad like the display needs no light to be seen nor does it produce light however when a key is depressed the color shifts slightly showing what keys have been pressed and the key also replicates itself in a small section just above the main portion of the keypad.
Chip Slots: The chips slots can be used to grant expanded functionality to the Poketch Fusion allowing a single device to maintain usablility no matter how many years have passed since it's creation. When a chip is inserted it snaps into place but can still be removed later if desired.
Lights: These lights don't actually produce light but instead function on the same holographic principles of the display and keypad, producing a colored mark above the light itself that neither needs light to be clearly seen nor produces light itself.
If multiple Smash Gauge types were used then the type could be determined by the Accessory Model.
The name Smash Accessory is Simply a Descriptive title for purposes of this Suggestion. It is highly suggested to alter this if implemented. Star and I were on MSN working on polishing up the "Smash Accessory" design that i had into my head and she mentioned that she had heard people wanted pokedex's, eventually we came up with a name that we both felt worked, "Poketch Fusion", fusion being a double entendre that refered to both metroid fusion(since i took a lot of the design ideas from the finished "Smash Accessory" design from Samus' Chozo suit, and a reference to the fact that in the RP the device would be made from various parts gather from all over smash world.
Smash Gems
These stones would be used in the "leveling" type of Smash Gauge that allows access to Smash Attacks aside from the first one.(both kinds of system could technically be used at the same time. NOT both kinds of Smash Accessories.)
Each gem or whatever could perhaps have the information of the individual attack in it so that everyone doesn't run around with a bunch of identical smash attacks. The ?gem? would fit into the ?accessory?, however once slotted in it can't be removed and so the move can't be changed. The ?gem? could possibly be purchased from the Smash Shop in a more generic format and then modified using a Submission somewhere in the Customization SubForum. Perhaps more expensive Smash Gauges might enable more Smash attacks or even provide different ways of using the Smash Attacks(combined effects anyone?)
The name Smash Gem is Simply a Descriptive title for purposes of this Suggestion. It is highly suggested to alter this if implemented.
Smash Gauge
The smash gauge would be just a small notation at the bottom of the post of each character that actually adds to it.(or in longer topics perhaps at the bottom of each post regardless if the gauge increases or not)
This could be done however it is decided but i was thinking something along the lines of
.....Battle Text....
(Smash Gauge +4 |------|-| )
Or a more numerically heavy system of
(Smash Gauge +4)
-Smash Gauge: 79/100-
Or
(Smash Gauge +4)
-Smash Gauge: 79%-
or even the more simplistic
Smash Gauge:79%(+4)
the last on obviously could be used with any of the other three suggestions.
(Smash Gauge +4 |------|-| )
Or a more numerically heavy system of
(Smash Gauge +4)
-Smash Gauge: 79/100-
Or
(Smash Gauge +4)
-Smash Gauge: 79%-
or even the more simplistic
Smash Gauge:79%(+4)
the last on obviously could be used with any of the other three suggestions.
Basically the gauge would release a smash orb at full but perhaps at set points it might release items into the field or provide some sort of other benefit(i leave that to the discretion of staff/other RPers)
The smash orb itself would function identically to the ones in the game. Perhaps each person can move it a certain distance once it's out but never toward their own character.(to simulate it's semi-random movement)
Smash Gauge Dismissal
I suddenly realized that some people might not want to add Smash Attacks and Smash Gauges to their character. Perhaps there might be other Benefits available in the Smash Shop that wouldn't be usable with the Smash Gauge and would prevent the purchase of a Smash Gauge once purchased.(please remember these are all just ideas and i am simply placing them here so that others might expand or alter them and then a final decision for or against can be leveled)
Edit
I have a few ideas for possible features for the Accessories. Communicator(much like the Smash Orbs held by SSS work now), Watches(perhaps useful to synchronize attacks or anything else a watch would be good for), Vital Sign Synchronizor(like a party Status Screen).
I also had two more ideas for the possible effects for the pre-smash orb benefits, terrain and environmental effects, glowing glyphs that provide various benefits to whoever steps on them first.
I was speaking with Star on MSN and i came up with the idea of perhaps having a "gauge computer" which is the device that actually triggers the gauge functions and gathers the smash energy from the accessories which might be stored either within each stage(changing stages mid battle would then reset the gauge) or float invisibly and out of phase near a group of combatants(this kind would last over stage changes but would basically like deactivate and stop following the group after the battle ends so that people can't build up gauges over several battles)
Also the possibility for Entire Storylines and even new types of Enemies might arise from this.
I do have examples of some different Gauge Fill Methods but I'd rather the more experienced RPers and Staff create some from scratch so we can assure the Gauge Fill Methods are balanced. I will however give these examples if enough people ask for them.
Just noticed a possible misunderstanding in the smash gem description. Fixed.
/Edit