SC6 wishlist. How would YOU design it?

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CaptainHook

[10] Knight
Mechanics: A mix between SC2's soul gauge and SCv's. You build meter in the same way you would in SCV, but instead of 'extra' moves, you can apply meter to any move, increasing damage by 20% in that particular move, but also increasing recovery time if blocked. This would cost half a bar just like a BE does now.

This would be activated by pressing the button selected for 'soul gauge moves', similar to how A+B+K is assigned to a single button for meter moves. One key difference to note is that the meter button can no longer be used as a shortcut for A moves or A+B moves. This basically means that game's core button's would be A, B, K, G, SG. This is done by pressing the SG button simultaneously with the attack buttons

I don't like the fact that CE's pause the action for a few seconds. No more 'supers'. Instead of that, have the option to for a quick double-tap of SG just before you press the attack button to turn any move into a GB moves with enough +frames to land (on average per character) an 80-ish damage combo. Cost the same as current CE.

Have the meter gain overall a bit slower and harder to achieve than SCV's, to balance out the fact that you now have the option to add meter to any move. No more free bar of meter for the losing player.

I personally believe that the GI in SCV is perfectly fine the way it is, and I wouldn't change a thing other than add the ability to GI unblockables. Only difference is obviously it would be 4SG instead of 4A+B+K. It didn't make much sense to me have have both metered GI and JG in the game. GI has it's few moments where it's genuinely a worth the meter, but most good players primarily rely on JG as the preferred defensive tactic, because it doesn't cost meter and it's not returnable. For this reason, they should do away with JG and just keep GI.

To balance this out, greatly reduce guard gauge damage on all moves by more than half. In SCV, in a single 3 round match there are multiple guard breaks in a fight. This is excessive and I would prefer if there was typically 1, but almost never 2 guard breaks in a single fight. I've seen guard breaks happen in the first round, which is just silly IMO.

Eliminate unfair tracking from verticals. Having a vertical track slightly to one side only is OK, depending on the exact angle that attack is swung. No more Hilde CE bullshit where the move is clearly a FORWARD THRUST and it tracks 360 degrees around. This means no more realignment too. If I see the starting animation for a vertical, and I step before the attack lands, I should be able to step it, period, unless I step in the wrong direction where the vertical is clearly a diagonal slant where common sense would tell you it SHOULD track slightly to that side. Other than that, if it's clearly a linear move, I should be able to step it as long as I do it before impact. I would also like to eliminate the horizontal nature of grabs in SCV and return them to a linear move that can be stepped just like in previous games, as well as eliminate the chip damage one suffers from guessing correctly, but keep the pushback from grab breaking.

Roster: Just basically add in the old popular styles that were axed as worthy successors. Not much else to say here! (We don't need 3 mimics, we just need a single mimic than you can pre-set which styles to imitate randomly. For example, I would set mine to imitate Raphael, Nightmare, and Patroklus only).

CAS: I'm completely indifferent TBH. As long as it doesn't come at the expense of everything else, I'm happy.

Game content: Bring back a COTS type RPG element from sc3, but without all those extra move styles. Bring back Team battle VS as well as a Team Battle online mode. Put in the standard arcade mode with CGI endings for each character, predestined battles and established rivalries (NM, Sieg etc)

Most important of all: Regardless of what SC6 ends up being like, whatever they do, they better get a proper development time, with just as much investment from Namco as they do with tekken.

Oh and I almost forgot: ONLY patch the obvious glitches in the first patch, then only do balancing after the game has been out for a year, and then one final patch 2 years after the release date. We don't need another Viola repeat :)

Feel free to agree, disagree, or share your thoughts. What would be YOUR ideal SC game?
 
Fighting game and the three Alexandra girls in, plus a new Alexandra girl

End of story for me
 
I would copy and paste SCV's game mechanics, then make SCVI out of it, but actually finish the game before shipping it.
 
Have Harada work on it. Maybe the higher ups at Namco would let him finish developing the game.


Have options like remove the super meter if you don't want it.
 
...Or just combine the mechanics of SC2 and SC5 together, plus some of the graphics and artwork from SC5 also.
The only mechanic from SCII I can think of that I would want to copy is while landing attacks. I can think of some attacks from SCII's move lists that I might like to have back, but SCII's game mechanics I'm not too fond of.
 
I personally believe that the GI in SCV is perfectly fine the way it is, and I wouldn't change a thing other than add the ability to GI unblockables.
You can JG unbreakable attacks as well in SCV, it's just extremely strict. I'm not sure if anyone knows this or not.
 
You can JG unbreakable attacks as well in SCV, it's just extremely strict. I'm not sure if anyone knows this or not.
I agree, you don't want to make unblockables even less useful than they already are, because there are only a handful of unblockables that even see any use at anywhere higher than scrub-level play. I would like to test out the ability to GI Critical Edges and see how that works, but I'm not sure if that would end up well. I personally like a lot of the mechanics introduced in SCIII like the Just Impact where you could get juicy combos off of snuffing an interruptable string, but only get a single hit if your timing is off and you get a normal GI.
 
I agree, you don't want to make unblockables even less useful than they already are, because there are only a handful of unblockables that even see any use at anywhere higher than scrub-level play. I would like to test out the ability to GI Critical Edges and see how that works, but I'm not sure if that would end up well. I personally like a lot of the mechanics introduced in SCIII like the Just Impact where you could get juicy combos off of snuffing an interruptable string, but only get a single hit if your timing is off and you get a normal GI.
I managed to JG a Critical Edge yesterday while training, which was even more strict. I was really surprised.
 
Still feels like Soul Calibur to me. Feels like the BEST Soul Calibur to me. But I'd choose solid game mechanics over "feels" any day. (Besides, "feels" sounds suspiciously like "where is muh nostalgia" to me)
 
How? Just tap A+B+K? There's no guessing behind what throw it's gunna be so you can break it every time.

Oh lord no, that'd make them completely useless. I meant the Ivy/Asta player can input either A or B after the CE input and the opponent does the same to break. Maybe a precise input to make it hard to nail even if you guess correctly.
 
I just kind of want a decent story and roster. Ill adapt to whatever game mechanics there are. Old or new.

In all honesty I have less of a wishlist and more of a please for the love of everything just make a new SC.
 
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