An Experiment: Stuff you want to see in SC6 that IS NOT from Past Games/Guest Chars/Unrealistic

IdleMind

BANNED FOREVER
So I decided I'm going to aggregate some opinions for a "project I'm working on."

Here is the deal: What kind of things do you want to see in SC6? By that I mean what *new* ideas do you want to see in SC6, or what trends, or other taste preferences. This EXCLUDES the following:

NO REQUESTING STUFF FROM PAST GAMES (including characters and modes)
NO REQUESTING GUEST CHARACTERS
NO REQUESTING THE REMOVAL OF ELEMENTS FROM SC5
NO MAKING COMPLETELY UNREALISTIC REQUESTS (I want a level mode which ups my stats as I play!)

Please also explain why you would like to see those things. Refrain from generic requests like MORE CHARACTERS/STAGES. Give me actual ideas.

The ABOVE caveats exist so this thread doesn't turn into another shitposter paradise. I have the co-operation of the mods on this one.

I will begin with a simple idea:

I would like to see more male characters in the game that are strong/high tier characters. The reason isn't any specific gender bias so much as it is a perception issue. It's hard to be given serious consideration by many of the potential adult players in the game when tuning into tournament streams generally results in pixies being on screen.

I have many more ideas, but hopefully this will get the ball rolling.
 
One thing I'd like to see is more accessibility to the meta-game. I know this is somewhat inherent to FGs in general, but I think it's a shame how so many people will be completely willing to put many hours into play, but never actually realise the intricacies of the game, meaning they don't really get the most out of it. In most cases, it's not an unwillingness to learn, it's just ignorance.

So for example, the training mode could go into more depth and give some info about movement, frames and attack properties, that kind of stuff, and maybe have a list of all the frame data for each character. Sure, not everyone would use it, but having it there might encourage people to venture a little deeper into the competitive side of things.

I do appreciate how they've condensed the movesets so people don't get lost with all these attacks that no one would ever realistically use in a tournament. So whatever step they took in making SCV, I'd be happy just to see them continue walking in that same direction tbh. I'm easily pleased, me.

tl;dr - more in depth training mode.
 
Personally I would like to see the inclusion of frame data within training mode. The option to be able to see frame data for each move you use is quite convenient for someone who is trying to learn block punishment/frame traps etc. Along with this an online training mode would be awesome for those of us who play primarily online.

I didn't come up with these myself (obviously) but I would like to see it in the next SC regardless.
 
I know its petty in the grand scheme of things, but i'd like to see an option that allows you to toggle equipment breaks on/off.

I second the idea of Frame data in training. Basically id like to see Soul Calibur training mode with Virtua Fighter 5fs's frame box. That would improve gameplay for scrubs like me, and inspire the confidence to potentially show up to a tourney.
 
Rather than make 2 versions of the same stage, they could make an option to set a stage during a different time of day. There could be a particular stage set during the day that has an option to select a nighttime version. This could even work for stages that involve different events like the Ancient Citadel peace and wartime variations. This is only meant for a select number of stages, of course.
 
I think it would be cool if each character had two critical edges. I'm thinking maybe have it where you can choose between two CEs at character select screen, have two supers in game with two different inputs (like 214214A+B+K), or have it like Algol's CE where you can dump all your meter to make the critical edge stronger. Just an idea.
 
Lovely topic with numerous, equally lovely replies.


I'd like to see Training Mode with everything it currently has, but have a toggle to switch between the current form and a more-advanced mode that's heavy with information and options. I mean crazy amounts of info for every single move in the game. Frames to impact, frames on hit, frames on block, frames on JG, frames on whiff, Guard Burst damage, stun properties, launch properties, knockdown properties, ring out properties, any kind of movement/tech jump/tech crouch properties, more in-depth Guard Impact properties listed(what it works against/whether it's repel or evade/active GI frames), additional hit properties listed(swing/thrust/body attacks), and any other kind of property I've forgotten.

Additionally, I'd like to see a sort of "combo generator" in the movelist. Pick any move, the game displays all moves it can potentially combo into and chains moves together via your selections so everyone that has the game has access to a complete combo list without having to scour the internet for them. Imagine how much more threatening online Viola players would be if they all knew those lengthy combos.

I'd also like to see expanded options for input recording: frame-by-frame input recording to allow players with worse execution to practice against high-execution characters in ways actual human players would utilize them without depending on the relatively small pool of Soulcalibur players with superb execution to practice against them. This would also, in theory, allow players to find combos that game's own 'combo generator' wouldn't be able to find by adding ultra-precise delays between attacks.
 
I would really like them to experiment a little more with the stages. Not necessarily shitty gimmicks as in DoA or Injustice, but it wouldn't hurt to see a more creative use of shapes and walls. I also think they should expand on the multi-tiered stages we saw on SCV.

A quick mspaint slap-on of what I think they could do:

250px-Ostrenheinsburg_Castle-Battlement.jpg


stage1.jpg


This is a simple castle stage with three ring out possibilities. The fight would start on the bridge connecting the two towers (which are separated by a river), denoted in yellow. There are two ring out possibilities at this moment: (1) throwing the enemy into the towers (in red), or (2), throwing them down onto a raft violently drifting on the river ala SCIV (in pink). The inside of the towers is a small stage with high walls that cannot be penetrated, but there are breakable windows (in green) that can be broken to allow a third ring out towards the raft. The raft is pretty much what we had in SCIII and IV (as seen in the first picture).

What do you guys think? I've always found it weird how characters just magically reappear on the stage after a ring out...
 
Sorry if this isn't allowed, but I think it has to be said.

Imo, they should get rid of online rank. It doesn't promote healthy competition. All the mode does is give players a false sense of accomplishment and improvement, when in reality it means absolutely nothing. Some players take it way too seriously, and start to use ragequitting and lagswitching as viable strategies, even outside of ranked. Then you have all these people declining matches with you because your rank is either too high or too low. Player match rooms like "D or E ranks only"need to disappear.
 
1. I would like to see characters with different guard meters. Characters with shields or larger weapons are more resistant to having their guard meters burst, while characters blocking with tiny ninja swords, claw-fingers, nunchucks or a whip would be subject to bursting more readily. Obviously you can balance out their defense by compensating in other areas.

2. Larger, heavier characters are launched not as far/high. Therefore, they are noticeably less vulnerable to high-splat wall combos and will be harder to ring out (or be tossed over low edges). To balance this out, smaller characters should be have better air-control (maybe) or obviously more grounded combos/oki setups will fail on them (which currently exist somewhat). I just get the feeling that there are way more drawbacks to choosing a larger character rather than smaller (only advantage is grab reach).

3. More emphasis on "traditional/historic" warriors rather than the supernatural. However, the nature of brave edge/critical edge may suggest that our roster have all transcended the limitations of humanity.

I like the direction in SC4/5 as each character generally has a niche (rather than the jack-of-all-trades huge movelist direction). However, I don't like the flavour that most characters are now hollywood monster movie characters rather than your history-channel warriors.
 
I personally think the clashing systems needs a rehash as it works more often than not completely opposite to what you would expect. Meaning faster, multi hit strings get priority over slow, heavy ones. A game does not have a need to be realistic by any means but still system mechanics should be plausible to be somewhat intuitive and well executed.
Clashing atm is not imho.

It really should be the other way around.
 
1. THEY NEED TO BRING BACK HWANG AND KRATOS.
2. ADD CLOUD SEPHIROTH.
3. GET RID OF BE/CE/JG (ALL GAY).
4. FULL-ON HAPTIC INTERFACE WHERE I CAN WEAR A SENSOR SUIT AND BUST SCRUBS WITH MY SWEET RL KUNG FU MOVES.

5. I'd like to see variable health bars like in many 2D games. One of the main reasons we almost always see Tiny Girl Dominance is that, generally, there's really no effective means within the system as its presently constituted to truly check characters with excessive speed and mobility. If more mobile characters were more fragile, however, this might mitigate the effect to an extent.
 
I would really like them to experiment a little more with the stages. Not necessarily shitty gimmicks as in DoA or Injustice, but it wouldn't hurt to see a more creative use of shapes and walls. I also think they should expand on the multi-tiered stages we saw on SCV.

A quick mspaint slap-on of what I think they could do:

This is a simple castle stage with three ring out possibilities. The fight would start on the bridge connecting the two towers (which are separated by a river), denoted in yellow. The are two ring out possibilities at this moment: (1) throwing the enemy into the towers (in red), or (2), throwing them down onto a raft violently drifting on the river ala SCIV (in pink). The inside of the towers is a small stage with high walls that cannot be penetrated, but there are breakable windows (in green) that can be broken to allow a third ring out towards the raft. The raft is pretty much what we had in SCIII and IV (as seen in the first picture).

What do you guys think? I've always found it weird how characters just magically reappear on the stage after a ring out...

A PS2 fighting game called X-Men, Next Dimension did this extremely well. The game itself wasn't so great, but there was one stage, for example, where you began your fight in a heavily decorated , fairly narrow hallway. You could knock your enemy through a door into a smaller, slightly wider room with a large window, throw them out of the window into the garden, down through the basketball court (that opens up) into the hangar below, then into a lift that takes you back to the starting hallway. It was awesome.

Obviously, ring outs on these stages couldn't be OHKOs, but I think it would be a lot more fun to deal extra damage and be placed at a frame/positional advantage than to just end the round immediately. You could have stages with both mechanics, anyway.
 
2. Larger, heavier characters are launched not as far/high. Therefore, they are noticeably less vulnerable to high-splat wall combos and will be harder to ring out (or be tossed over low edges). To balance this out, smaller characters should be have better air-control (maybe) or obviously more grounded combos/oki setups will fail on them (which currently exist somewhat). I just get the feeling that there are way more drawbacks to choosing a larger character rather than smaller (only advantage is grab reach).

If smaller characters had better AC and larger characters couldn't be launched as effectively, wouldn't the end result essentially render the two changes in tandem moot? If I'm interpreting it right, the end result sounds like juggles overall would become nerfed although through two different methods. I'm a bit indifferent about juggling as it is in SCV, but my question is: would these two changes together be worth implementing at all if the end result of both is so similar? Do the changes justify themselves? Would it make more sense to leave that as it is and instead change something else?

I like the idea of characters of different sizes having more strengths and weaknesses due to their size, but these particular two concepts in tandem don't make much sense to me personally. Maybe if they were presented differently, lol.
 
Back