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

1. Remove all indications of rank from online battles except by looking at the license card or after a ranked match jas been completed
2. Expand on both old and new systems alike. Some ideas:
-If restoring Guard Impact to the traditional input counts as changing/removing an element from SCV, then at least make it cost 1/4 meter and segment the Soul Gauge into quarters accordingly.
-Maybe add in Red Just Guards like Red Parries in SF3. The timing is more strict, but if you JG while in blockstun you would be able to get a significantly greater advantage then when you JG normally. It would make safe moves even more unsafe than when JG'd normally.
3. Add more new characters. New characters are always welcome and there's still plenty of styles to be discovered and incorporated.
4. Remove start button functionality during all online matches to prevent ragequitting like other fighting games (only way to RQ is to shut off the system or dashboard)
5 (OPTIONAL). Punish those who leave matches with the following system:
-First ragequit will receive a warning message. Second ragequit will receive a Rank Down and a warning message regarding probation (see below).
-All subsequent ragequits count as 2 losses instead of 1. Likewise, all ragequit victims will receive 2 wins to their streak.
-Anyone who is the victim of a ragequit has a random chance of being ranked up immediately.
-Anyone who ragequits 3 times in a row will receive a 30-minute ban from ranked match and be put on probation. Probation period lasts until a set duration of 3-5 rank matches are completed successfully, win or lose (how many will be listed by a counter on the main menu). While on probation, all subsequent ragequits will be 3-hour bans from all online functionality, and your title is changed to "Insolent Coward" until you redeem yourself.
 
When I first saw sc5's clean hit pop ups, I had hoped that meant that you just landed a guaranteed punish. Sadly this was not the case. That would have helped in educating the frame uninformed without having to throw a bunch of frame numbers at them. I'd like to see something along that lines added in. Perhaps then they would learn why they are being stab punished repeatedly to death.

I really like this bit!
Just make
"Punishment!"
And maybe
"Whiff Punishment!"
-messages pop up like "Counter Hit" and so on -messages already do.
There could be more messages like "Tech/Ukemi Trap!"
Or "Tech Crouch!" and so on when an attack is successfully evaded with an evasive attack.

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Another idea would be Anti Air Control Mix-ups

For example after Natsu's WS :B:.:4::a-small:+:b-small::A: i can do :6::6::B: which is better than every other attack.
It beats all except :1: and :7: air control.
Next best would be :6::6::K: but it doesn't beat anything that :6::6::B: doesn't.

What i want is that those two followups beat different directions of air control, creating a mix-up.

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Next idea, inspired by the "Build a Scrub" Scrub type:
Create your own CPU opponent:
The interface would be a command list, where each attack has a box and you check the attacks the CPU should use.

Fancier version: Add a percentage fader or something so you can say do 10 percent 2A and 90 percent A+B or whatever.

It would also be nice when "Replay command 1-3" would be part of that command list to check so you could add a special flair to the CPU.

Block low/high and Quick Step etc. could also be part of that command list although the routines already in the CPU would probably be better.

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What bugs me is that Practice dummy can't block multi hit attacks like natsu :6::A+B:
There's an option that sounds like i would do that but it does something else.
Put in an option that allows the dummy to block multi hit attacks and do "Second Action" then.
 
1. Remove all indications of rank from online battles except by looking at the license card or after a ranked match has been completed
Showing the rank of the opponent only after the ranked fight has been completed, that sounds.. perfect :O

2. A PC version of the game.
 
Player Match should be completely unranked. There's no mode I can go on with friends and not have a number nagging me.
You can try to ignore it, but, it's always there... "79%... 79%... You had some casual matches with friends and now you're 79%..." AAAARGH!!!

There needs to be one... an entirely unranked, stats-less lobby.
 
Maybe some sort of data mining where matches between lower rank vs lower rank, higher rank vs higher rank is collected to see which characters could use a balance tweak.

Some sort of empirical data is always a good start for patches, and as much as I trust the competitive community I understand that there are some balance decisions for the more casual crowd.
 
-Special dialogue between every combination of characters. It would just help with character and relationship development, especially for those who don't like reading profiles.

-A dialogue editor for CaS characters. For example, being able to pick the scoundrel CaS voice in SCV, but being able to assign his shouting of "HUH?!" to your favorite move. There would also be options like changing how long the dialogue is delayed before it starts playing during the move (only limited to the duration of the move, which could be a good opportunity to tell players frame data when they're picking when the dialogue would start), the ability to add multiple quotes to a single move if it's long enough (grabs and critical edges in most cases) or if the dialogue you pick is short enough, and being able to choose alternate dialogue for when attacks miss (as SCV already does).

-A brave edge version of EVERY move. Even for the most basic things like pokepoke moves. In those cases, for example, the frames could overall be greatly reduced, or perhaps they could knock the opponent back more. This would give each character way more options to use meter on.
 
1: Assign music to characters, not stages, and add a dynamic element to the music that changes tempos and what instruments are used depending on how the character is faring in the battle(each theme would be composed of several tracks rather than just one or two). For mirror matches, which player's "side" of the battle is heard should be random for offline but for online mirror matches players should only hear their 'side.' Gameplay elements that affect the music could be health, rounds won, time on the clock, guard meter...Lots of stuff.

Would require much more work for score and probably use a decent amount of processing power compared to current music standards, but the end result(if pulled off well) would be matches become more exciting both to play and spectate. It would also provide more reason to listen to the game's own audio rather than something else.


2: Truly custom soundtrack. Be able to assign music on your console to characters/stages and add a loop point with options for both a suggested loop point and manual loop assigned to hundredths of a second. On the downside, lots of work to implement(I think...) and detracts from the game's own soundtrack.
 
I think one of the things that discourage new players from playing more online matches is when someone teabags or overkills them after a round is over. This is a stretch of an idea but here it goes:

After a match is over, the defeated player body becomes "invincible". The downed player has no hitbox, so any moves or act of overkilling doesn't affect them whatsoever (although if they are in midair you can still practice your combo on them before they hit the ground).

A drastic idea would be to just lock the controls so the only thing the winning player could do was taunt.
 
I think one of the things that discourage new players from playing more online matches is when someone teabags or overkills them after a round is over. This is a stretch of an idea but here it goes:

After a match is over, the defeated player body becomes "invincible". The downed player has no hitbox, so any moves or act of overkilling doesn't affect them whatsoever (although if they are in midair you can still practice your combo on them before they hit the ground).
Have you ever played VF?
 
Here's something that I'm sure hasn't been requested:

A pre-purchase abridged psychological evaluation - to screen out the crybaby whiney ass bitches.

I'm talking about the people, usually manchildren, who will whine in-game because they were sure they grappled someone, or so-and-so is bad because there is "no way s/he's better than me".

The rest of the other players are welcome to come play!
 
Here's something that I'm sure hasn't been requested:

A pre-purchase abridged psychological evaluation - to screen out the crybaby whiney ass bitches.

I'm talking about the people, usually manchildren, who will whine in-game because they were sure they grappled someone, or so-and-so is bad because there is "no way s/he's better than me".

The rest of the other players are welcome to come play!

I assume everyone who fails the psychological exam is prohibited from playing online? Because that would be a godsend to SC's community. I know I may be pushing this forum's "elitist" image but it seems like a LOT of players are, quite frankly, the scum of the earth that need to be either culled from the population posthaste or receive proper education in social etiquette.
 
In terms of story, I'd like to see what was attempted in SCV to be pulled off better: a character transforming from a salty scrub to a badass. To make this more likely to work though, the player's own character should be the protagonist. This way there isn't some big disconnect where it's missed that the player character is in fact non-omnipotent and possibly even a scrub. I very strongly doubt anyone felt connected to or had any empathy for SCV's hero as he murders his sister or people that just happen to be dirty.

To emphasize both improvement and current weaknesses of a player, an early enemy could be a high-level AI they're meant to be defeated by. The player character could be rescued by another character(let's just say Edge Master), which could then criticize the player based on mistakes they actually made in the battle with a ton of different possible lines. "How could you expect to defeat such an opponent when you never vary the timing of your strikes, you don't pay mind to your range, and your approach is so direct even an amateur could see your intent?"

This could serve multiple purposes as well: provide the player a goal of improving to defeat a strong enemy, coach them on their flaws, and possibly introduce the virtual tutor as a method to make the player interested in exploring Training Mode. Think like how the Olcadan training was in SCIII, only much more detailed and tailored more towards helping the player break bad habits and form good ones.

Tying Training Mode to the story could also potentially serve as a way to help understand matchups. The virtual tutor could tell the player what kind of skills they'll want to brush up on to beat the next opponent. "At all costs, stay away from edge of the cliff if you're going to plummet to your death against this guy. | With the weapon you're using, it's going to be difficult to keep her out of your face and once she gets close you're going to have to be very thoughtful about your actions."
 
Whoops, forgot about this thread. It has long long since served it's purpose at like page 2 1/2. Sorry!
 
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