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Qazz777

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- Posts: 190
- Joined: 08.26.10 10:04am
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by Qazz777 » 07.21.11 7:58am
Shinespark wall jump: gives you the ability to shinespark at walls and jump wall to wall while still shinesparking.
Implosion Beam: causes defeated enemies to implode bringing in nearby enemies.
Self-Destruction: it gives you the ability to destroy your suit (killing all enemies nearby) and puts you in zero suit until you either gain enough energy or the regeneration time expires.
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Thunderchin

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- Posts: 1753
- Joined: 04.19.10 3:45pm
- Location: District 14
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by Thunderchin » 07.28.11 11:59pm
Thanks to input from our dear user Cloud845 for his/her (I don't know that for sure) input on my game design idea! I was able to use that to come up with another idea for an upgrade.
Multi-Purpose Tanks: They act as combination Reserve Tanks and Missile Expansions.
-Multi-Purpose Tanks. Mostly self-explanatory. -Each Tank found increases the amount of Multi-Purpose Fuel by 5 units. -Using a touch screen control, Samus can drop units of Multi-Purpose Fuel into either her Missiles or Energy reserves. -Once "converted" (dropped into Missiles or Energy), the conversion cannot be undone. -Each Unit provides 1 Energy Unit or 1 Missile. -If used with my Repair mechanic, Fuel cannot be used for suit repairs. -If used alongside Remnants' Beam Reserve mechanic, Beam Reserve cannot regenerate the Multi-Purpose Fuel. -The Tanks can be set to convert a certain amount of Fuel to Energy automatically if your health goes below a certain point. (All those values are customizable from the Samus Screen.)
 HYRUL3 wrote:Damn you Thunderchin. Damn you.
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Cloud845

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- Posts: 79
- Joined: 07.14.11 11:03pm
- Location: Converse, TX
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by Cloud845 » 07.29.11 1:43am
Im a guy thunderchin. (hehe, THUNDERchin) Anyways, here's my weapon: the dimensional lasso. A mix between the grapple lasso, and the portal gun. She opens portals by grabbing at the very fabric of the world and ripping it open. She could rip (aim at the wall and "Lasso") open a portal, rip open another wherever you want it (after you rip open the other end, she gets the use of the lasso back), lasso(stun the pirate, aim through the portal at the enemy, and fire) then pull the pirate through, and seal the portals (time would slow, much like a MW2 Door Breach, allowing her to pull the enemy through, let go, and seal it by lassoing it closed (pressing the button again)). With the right timing, its an Insta-Kill, unless it was a dimensional portal (a "one way trip to 'hell'"), in which she could either just dismember them, or just fling them into the portal and seal it, sending them away. She would be able to switch back and forth between dimensional portals and "Portal" portals, but they'd be kinda hard to use efficiently in close quarters combat, which is where the next thing comes in. Samus could easily turn the fusion leech and the claw gauntlets on, slash an enemy or two a few times, maybe crack open their skulls/exoskeletons, and fire a beam or two at their organs, (think of it as an extreme finisher), and/or do some CQC/CQB. Or a grapple lasso to the neck and strangle them, to the body and fling them around, legs for tripping, etc. She could just as easily use the bio leech as an overblast: Crack open the skull, and either drain the brain, killing instantly, or just blow its head up like Scar from Fullmetal Alchemist.
Last edited by Cloud845 on 08.28.11 2:06am, edited 1 time in total.
"Screw breaking Prime wide open. We've just given it a damn autopsy"
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Thunderchin

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- Posts: 1753
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- Location: District 14
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by Thunderchin » 07.29.11 3:09am
Zeroº wrote:Secondary Arm Cannon - An arm cannon for her left arm so that she can shoot twice as fast and carry twice as many missiles.
So this basically turns the Missiles into this? To those people out there that aren't Duke fans, look at 3:00 in this video to know what I'm getting at. Zeroº wrote:Tracer Missiles - Missiles that automatically lock onto and chase the nearest enemy.
I was thinking exactly the same thing, except instead of automatic lock on they should just follow your cursor. Wherever you aim, the Missiles will change course to follow. Kind of like what the Annihilator Beam did in Echoes.
 HYRUL3 wrote:Damn you Thunderchin. Damn you.
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crazyal02

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- Posts: 27
- Joined: 12.05.10 10:28pm
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by crazyal02 » 08.01.11 7:44pm
Charge BallWhen in the Morph Ball, in midair, and while holding the B button, you will hover in place in midair, and when released you will be propelled upwards. 
Will Keaton wrote:Elephants capable of conquering earth? Vampire monkeys and crocodiles that shoot lasers out of their eyes? I think you've just created the most awesome post in the history of forever.
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Thunderchin

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- Posts: 1753
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- Location: District 14
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by Thunderchin » 08.02.11 6:57pm
fire samus wrote:The space pirate disguise suit lets say theres a whole ship full of space pirates like in metroid zero mission and you have your suit still you push the x button and there you look like a space pirate but still act like samus.
That would work quite well actually, having a holographic matrix in the suit. Samus could theoretically turn into ANY creature of similar size and stature. It would run off a battery which regenerated when not in use. Samus can, in addition, use it to project a hologram of herself somewhere else (kind of like the Duke 3D "Holoduke" or the device in Total Recall) as a decoy. WARNING: If you look like a Space Pirate, you have to act the part. Otherwise you draw suspicion. There are special Space Pirates that can see through any disguise you make as well as see you when cloaked and know that the hologram of you is in fact a phony. Morph Ball is incompatible with this system. In addition, just because you look like a Space Pirate doesn't mean you can sneak past their security. You must obtain security credentials through other means.
 HYRUL3 wrote:Damn you Thunderchin. Damn you.
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Thunderchin

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- Posts: 1753
- Joined: 04.19.10 3:45pm
- Location: District 14
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by Thunderchin » 08.11.11 11:15pm
I'll bump the thread with something I came up with.
Remember the Charge Combos in Metroid Prime? Some of them were sustained-fire, others were one-shot. I devised some new ones, giving ALL the Prime beams a sustained and a one-shot. Basically, the Wavebuster and Flamethrower should have been alternate fire modes and not Missile combos. Just for shits and giggles I did the Prime 2 beams too.
This relies on having an analog trigger to fire the weapons. (Like Prime would have had if it had gone with a traditional FPS scheme.)
Sustained Shots: Partially depress the analog trigger. If Prime 2 Beam, uses 1 Ammo per second. Missile Combos: Fully depress the analog trigger until the Beam is charged. Then press the Missile button while still holding the analog trigger. Each shot uses 5 Missiles no matter the Beam, and Prime 2 Beams consume 5 Ammo on top of that.
BEAMS
Power Beam -Sustained Shot: Machine Gun. Great for quickly eliminating a swarm of weak enemies. -Charge Combo: Diffusion Missile. Binds 5 Missiles to create an explosive blast comparable to a Power Bomb.
Wave Beam -Sustained Shot: Sparkthrower. (I thought "Wavebuster" was stupid compared to the other names.) A concentrated electrical stream for powering devices and shocking enemies. -Charge Combo: EMP. An electromagnetically charged Diffusion Missile.
Ice Beam -Sustained Shot: Freezethrower. A stream of ice that builds up on enemies as they are exposed. -Charge Combo: Freezeball. A special Diffusion Missile that freezes everything in its radius.
Plasma Beam -Sustained Shot: Flamethrower. Similar to the Pyro's Flamethrower in Team Fortress 2, it can light enemies on fire. -Charge Combo: Fireball. A Diffusion Missile/large fireball that incinerates everything it touches.
Dark Beam -Sustained Shot: Darkthrower. Douses enemies in poisonous dark matter. -Charge Combo: Darkburst. Poisons an entire area in darkness.
Light Beam -Sustained Shot: Torchthrower. Light up your enemies with this handy stream of light. -Charge Combo: Sunburst. A miniature supernova.
Annihilator Beam -Sustained Shot: Interlacer. Basically a Darkthrower and a Torchthrower at the same time. -Charge Combo: Sonic Boom. Same as in Metroid Prime 2.
Notes: The Missiles cannot be used to fuel the Charge Combos. You must acquire the Super Missiles to perform the Charge Combos.
 HYRUL3 wrote:Damn you Thunderchin. Damn you.
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RoyboyX

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- Posts: 519
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- Location: Tallon IV
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by RoyboyX » 08.14.11 8:29pm
Speed Booster Enhancements
Adds some protruding triangles to the sides of the Power Suit's boots, to mirror those on the front and above the heel. They have a stripe akin to the visor/chest plate light/shoulder plate light color (green for Varia, blue for Gravity...) and allow Samus to have a similar ability to the Pixl Dottie in Super Paper Mario: Samus can run on water at top speed unless she stops, at which point she will sink. They also allow her the Speed Ball, based on the Machball it is self explanatory. You know, I've always wanted for there to be a Speed Ball, and thought that when I was reading the MP1 manual I saw a description for it instead of the Boost Ball.
"Yeah, right, trying to trick me again. Well, Harley Quinn is nobody's fool, anymore." I really love Wikia, FOX and Nintendo. Really... -_-
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LesserChozo

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- Posts: 3644
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- Location: North Carolina, USA
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by LesserChozo » 08.14.11 10:39pm
Speed Burst:
Initiate a shinespark, but instead of jumping or letting the built up energy dissipate, Samus releases the energy in an EMP, temporarily shutting down any electrical equipment in the immediate vicinity. Like doors or barriers, perhaps?
Last edited by LesserChozo on 08.27.11 8:26pm, edited 1 time in total.
Don't be pushed by your problems. Be led by your dreams.
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Thunderchin

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- Location: District 14
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by Thunderchin » 08.27.11 6:01pm
The Intoxicator Oh my Guiness gracious! Samus has an alcohol-themed powerup! Of-Coors, this is a weapon. Added to the Beam, this setting will not increase damage, but will cause any enemy it hits to become slightly inebriated, slowing them down and reducing their mobility as well as screwing up their aim. The after effect runs on a timer, and the effect wears off slowly as the counter runs towards zero; however, multiple shots do have a cumulative effect. Charge Shot: Pass Out. The enemy struck by this shot will be immobilized completely. Charge Combo: Arm Beer-Cannon. Charge and press Y just like in Prime. Samus will consume 25 Missiles and the Charge shot, raising the tip of her cannon to her Visor which she will promptly flip up. The tip of the Arm Cannon will flare out, revealing a can of beer lodged in it, at that point Samus will pop the tab open and grab it with her free hand, and we get to see Samus chug the beer rapidly. Afterward, her vision will blur as she lowers her Visor, screwing up her movement, jump and aim controls but rendering her completely invincible for a full minute. (Frat Boy's Hyper Mode, if you will.) 
 HYRUL3 wrote:Damn you Thunderchin. Damn you.
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Dryn

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- Posts: 548
- Joined: 05.03.09 1:48am
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by Dryn » 08.29.11 10:09pm
Sonic Beam: The Sonic Beam is a sonic weapon one may refer to as a SASER (Sound Amplification by Stimulated Emission of Radiation).¹ It fires concentrated beams of sound energy that is capable of disorienting and even killing enemies. It fires at supersonic speeds.
Anti-matter Bomb: This would be a pretty destructive bomb, more powerful than the Power Bomb.
Mirror Suit: The Mirror Suit will reflect light and lasers.
Shadow Suit: This suit renders Samus invisible to the naked eye by use of retro-reflective material.
1. Although the Annihilator Beam did act as a sonic weapon, even having a charge combo called Sonic Boom, it seemed to be an amalgamated weapon of sonic, matter/anti-matter, and light and dark energy.
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Thunderchin

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- Location: District 14
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by Thunderchin » 08.30.11 2:26am
My Metroid OC inspired these upgrades. Battery Tanks: These replace the Reserve Tanks of yore. Providing a non-regenerating supply of energy, this is used to power a few VERY hefty upgrades, ones that Samus' suit could never hope to power on its own. Basically a battery backup separate from your health but functions in a similar capacity. -Batteries are scattered around the environment that will recharge a portion of your Battery reserve. Recharge Stations, Missile Stations, Save Stations and Samus' Gunship will also fully recharge your Battery. If you pick up health pickups and your health is full, its energies will go to your Battery reserves. -Battery Packs exist to upgrade your Battery capacity. -1 Battery Unit is equal to 1 Energy Unit. -Corruption's Grapple Voltage, if utilized in this theoretical game, will no longer be tied to Health but to Battery. Now, the upgrades that utilize the Battery. There are three of them, and can only be used one at a time. Overshield: Uses the Battery reserve to bolster Samus' defensive capabilities. Basically, it functions the same way as Duke Nukem's Armor in Duke Nukem 3D. If Samus is hit while Overshield is active, then two-thirds of the damage comes out of the Battery reserve. If the Battery reserve is empty, Samus' shield will take full damage. This second shield, like the main one, is upgraded by Samus' suits. (Varia cuts damage in half, Gravity cuts it in half again, etc.) Oversight: A cloaking ability. Continuously drains the Battery during use. Samus will become completely invisible, allowing her to sneak past enemies. Some enemies can see her even through the cloaking effect, and some enemies possess this tech as well. Battery Consumption Rate: 30 units/second. Overclock: Samus can slow down time relative to her, ala the "Clock Up" ability featured in Kamen Rider: Kabuto. This drains power at an alarming rate. From Samus' POV, a fully-upgraded Battery Pack will be eaten up in about five seconds. To the outside observer, this elapses in one millisecond. Samus herself is not slowed down, but her environment is. Battery Consumption Rate: 100 units/second. ---------- This system is compatible with the Beam Reserve system developed by our very own Remnants.
 HYRUL3 wrote:Damn you Thunderchin. Damn you.
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Thunderchin

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- Posts: 1753
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- Location: District 14
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by Thunderchin » 08.30.11 10:40pm
Some items for Zero Suit Samus.
1911: An upgrade to the Paralyzer that grants Samus lethal capacity. It is very loud, ammo dependent, and must be reloaded with a fresh magazine every 8 shots. Doubles as a Paralyzer if stealth is needed or if you run out of its special .45 caliber slugs. When the Chozo were coming up with emergency sidearms for their forces, they looked at the designs of John Moses Browning and said, "Let's just copy that guy."
Zero Point One Suit: An upgrade to the Zero Suit itself. It now utilizes the Power Grip capacity, but it is utilized all over, granting Samus increased strength and speed.
And some items for Armored Samus.
Double Shinespark: Do a Shinespark. If you hit and hold the Jump Button again in midair, Samus will slowly float downward and charge up ANOTHER Shinespark. In midair, you can execute it in any direction including down and downward diagonals, you have three seconds or until you hit the ground to do so, whichever comes first. This can only be done once, meaning you can only chain two Shinesparks in this manner.
Triple Shinespark: An upgrade to the Double Shinespark allowing you to chain three Shinesparks instead of two.
Hoverspark: Another upgrade to the Double/Triple Shinespark. Samus will no longer float down to the ground, but instead hover perfectly in place as long as a Shinespark is charged. Run out of time and the Hoverspark will stop working.
 HYRUL3 wrote:Damn you Thunderchin. Damn you.
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YamI

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- Posts: 1336
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by YamI » 08.30.11 11:02pm
Paralyzer: It's basically like her whip in Zero Suit, only it damages tthe enemy and also lasts longer, It can be used Suit On or off and is not effective on Bosses, meaning Bosses won't be paralyzed but will still take damage.
EDIT: From the great idea Zero gave me, I present the idea of...
Portal Launcher: It special beam that can be turned on/off in the start menu, it fires two portals that lead into, and out of each other, letting you reach higher places without certain upgrades!
Thats....all for now...
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Toxsyl

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by Toxsyl » 08.31.11 3:14pm
Model 29 Just give her a nice .44 amg revolver that won't jam.
Plasma grip An ability that allows a surge of plasma to cover her left hand and can be used to burn gripped enemies and beat them down.
Booster kick A dash kick like a shinespark but on a more concentrated level allowing fer close quarter combat
Meteor A down dive kick that sends the force equal to being hit by a meteor at an enemy. Also alos for a jump cancel so you can do it repeatedly if it connects with an enemy.
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