Thunderchin wrote:That OK with you, Okey?
I dunno dude, you kinda took the idea and over-complicated it. Like, does it really need an upgradable capacity? It should just be something you turn on and off depending on the situation.
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Re: Create a Metroid Upgrade
I dunno dude, you kinda took the idea and over-complicated it. Like, does it really need an upgradable capacity? It should just be something you turn on and off depending on the situation. |
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Re: Create a Metroid Upgrade
Actually, they were sound waves. Think echolocation, like a bat. Hence, "Echo Visor." "After Samus tracks down the Echo Visor, she'll be able to visualise sound waves to detect invisible enemies and objects." (MP2 manual) "Bioscan complete. Luminoth subject expired 1.4 centicycles ago. Subject Luminoth was blind, possibly from birth. Damaged cybernetic augmentation is present; a sonic imaging device enabled the subject to 'see' the world around him." Anyway, this is probably another useless one since Samus can use missiles under water. Instead of missiles, she could fire torpedoes. |
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Re: Create a Metroid UpgradeElectric Missile
Allows Samus to electrocute enemies by firing a missile with electricity in it, which can also temporarily stun them, allowing for a quick and effective kill. If you switch to the Ice Beam while the effect is still active, you can kill them instantly. |
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Re: Create a Metroid UpgradeTesla Suit: Samus' suit is electrically charged. In "Taser" mode, it remains passive. It regenerates its electrical charge, and only shocks enemies that directly touch the Suit. This shock is weak, can OHKO any weak enemy and drains minimal charge as it does so. In "Spark" mode, the electrical activity dramatically increases. It constantly burns out of the electrical charge while in this mode, shocking any enemy in a meter radius with strong bolts of electricity. As in, these will three-hit KO a normal Space Pirate. These will also conduct through any conductive surface, affecting any system or enemy behind metallic cover. Samus gains an added resistance to electrical attack during this as well. Her wake during Speed Boosts and Screw Attacks is electrically charged.
Samus can stand on power lines to recharge the Tesla batteries. If the Tesla batteries are full, Samus' health will begin recharging. The Tesla batteries double as Reserve Tanks. DAMAGE RESISTANCES: In Taser Mode: 70% damage resistance to electrical attacks and hazards. No resistance to radioactive attack or hazard. 30% damage resistance to all other forms of attack. In Spark Mode: 90% damage resistance to electricity. -20% damage INCREASE to radioactivity. 50% damage resistance to all forms of attack. Its counterpart, the "Curie Suit", will be posted later. ![]()
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Re: Create a Metroid Upgrade
That would be the Wave Missile, actually. My cousin and I came up with that one many years ago. ![]() |
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Re: Create a Metroid UpgradeI remember giving Samus a Wave Missile as well in an old fanfiction of mine. This one also had the ability to pass through a number of targets (walls or enemies alike) that Samus could set. Force Beam. I mentioned this one in the "Awesome Beams" topic, but I want to propose this formally. This Beam fires an expanding orange energy wall. It travels a short range and does damage. The physical kinetic force has such a wide surface area that it provides quite a lot of stopping power. In fact, anything such as grenades, Space Pirates or any other physical object either not bolted to the floor or traveling at sonic speeds will be stopped in its tracks, and even knocked back slightly if not destroyed by the power of this weapon. The Charge Beam is compatible with the Force Beam. If the Charge Beam is partially charged before firing, the force field will expand at a slower rate but lend the exact same OVERALL force. This means a smaller surface area, and higher damage and longer range but at the cost of spread. The amount of Charge Beam used determines the expansion rate, a special reticule appears with this weapon that indicates the next shot's spread pattern. If the Beam is fully Charged, the Beam behaves like Super Metroid's Plasma Beam (all that force is now on one miniscule point), piercing one or more enemies clean through at high speed. The Force Beam also possesses its own Charge Combo. Charge this Beam fully and press the Missile button to consume 5 Missiles and launch an Implosion Missile. The Missile behaves like a Super Missile in reverse; it flies at the same speed and has the same target-tracking characteristics, but once it hits it wraps a Force Beam Wall around its target in a perfect sphere 2 meters across. This wall will rapidly collapse in on itself, imploding upon any enemy trapped within. ![]()
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Re: Create a Metroid UpgradeBeam Shockwave
This was inspired by the "Repulse" ability in Star Wars: The Force Unleashed. Using this, Starkiller would charge up his Force powers and unleash them in a sphere of energy that would rapidly expand from him, knocking away any physical object in the vicinity. Samus should do the same with her Beam: Charge one up, but instead of a Charge Beam Shot or Charge Combo, Samus can use this energy to do something similar to Starkiller. Her version, though of slightly lesser power, does preserve the attributes of the particular Beam Samus uses. For example, if it's Prime's Plasma Beam, it will be a ball of fire. If it's Prime's Wave Beam, it will be essentially a Wave Quake the Omega Pirate would use against you in Prime. With Ice Beam, it would be a giant ball of freon. Think of this as a standing-up, lesser-power Power Bomb. Combined with the Force Beam...Oh man...Imagine the carnage! Katarn Suit Samus can now walk through certain force fields. Certain other ones are still impassible, these ones are the ones that would actually cause damage to Samus on contact. This Suit stops that damage as well. Also, +20% defense. Here's a color scheme Samus hasn't used yet: Green on silver! Hooray! ![]()
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Re: Create a Metroid UpgradeI... Wouldn't mind having the Katarn Suit and the Beam Shockwave in the next Metroid
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Re: Create a Metroid UpgradeInterceptor Beam
This Beam's normal shot is a kinetic blast, capable of stopping enemies and knocking back any physical object, like the Force Beam except without spreading. Charge this Beam to generate a wall of energy. This wall is translucent and distorts Samus' view slightly, but will intercept any physical object attempting to pass through it. Said object will be suspended within the field. This can be done with a multitude of objects, be it bullets or grenades or crates or anything, with the exception of energy shots, explosives' shrapnel, or any supersonic object. Use this against firing squads, or when those grenadiers are really bugging you. Also comes in handy to launch that nearby explosive barrel at enemies. Releasing the Charge will launch every single suspended object away from Samus at high speed, where they can injure enemies. Any attack intercepted will do 2/3 its original damage, explosives still have full effect. Any explosive trapped within the field running on a timer or remote detonator is still subject to explosion, as are any explosives when shot. Explosions from any suspended object will cause an automatic discharge of the Charge as well as injure Samus. Facing the firing squad? Simply use this to catch all the bullets, Matrix style. Then you can throw them back at your enemies... The Charge Combo consumes 10 Missiles. It merely adds 10 Missiles to the total barrage fired off by the Interceptor Beam. Frag Bombs Bombs are 150% as powerful as the "normal" version. This applies to explosive power, radius, and Bomb Jump height alike. In addition, you can consume 1 Missile Ammo to add shrapnel to the Bomb or 5 Missiles to add shrapnel to a Power Bomb. Think of this as a Charge Combo for the Bombs. Missile Trigger: Frag Bomb Charge a Power Bomb and hit Missile Trigger: Power Frag ![]()
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Re: Create a Metroid UpgradeBump.
Super Suit: Arm Cannon has 2x charging speed. Missiles are smart and less vulnerable to countermeasure. Speed Booster activates in half the distance. Space Jump catapults you higher, Screw Attack gets stronger. Grapple Beam can now attach to any metallic surface instead of just points, the Power Grip can now Chozo Punch out Bomb blocks. Also, 50% more defense. But the catch is, like the Energy Parts you have to assemble it over the course of your adventure. It comes in pieces which must be assembled piecemeal. Super Boots: Allows single-wall Wall Jump. Amplifies jump height. Super Thrusters: Speed Booster activates in 80% of the distance. Sense Move is faster than ever now. Super Shield: 25% damage reduction. Super Gauntlet: Allows Chozo Punching. Super Cannon: Doubles the charging rate of the Arm Cannon. Super Suit: When all five are collected. ![]()
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Re: Create a Metroid Upgrade
I remember an ability like this in Fable. An omnidirectional knockback ability is pretty much a must-have in darn near any game. I'd have it be a selectable weapon with both standard and chargable verions since it's ideal use is when you get unexpectedly swarmed and don't have time to stop and charge the thing. I wouldn't bother with giving it specific beam attributes, but I would make the knockback bubble version usable in morph ball mode. Minimal attack power, can only OHK the weakest enemies, but also able to stop projectiles if you time it just right. Later in the game when you do the run around and backtrack for every last powerup this would be so nice to have since you wouldn't need to stop and deal with the low-level mooks that are no longer a threat, but do slow you down. Another notion is to give the beam weapons variable focus. Wide beam = less damge but easier to hit stuff, narrow beam = more damge but more likely to miss. |
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Re: Create a Metroid UpgradeSticky Beam:Samus can pull enemies towards her.Combined with the shock beam makes an electric shock.
Ultra suit:Allows samus to walk on air at special points |
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Re: Create a Metroid UpgradeMissile Jump
Pre-Space Jump enhanced jump, but still has use with Space Jump due to the Missile Jump being faster. 1.) Select Missiles, aim down. 2.) Jump. 3.) Immediately crouch in midair and fire the Missile directly beneath you. 4.) Go flying. You can attack mid-jump, or you can "air-strafe" to stretch and curve your jump. Tips: Use Super Missiles to fly even further. Also, this can be done not only off the ground, but while standing atop enemies to damage them while gaining height. Can also be done off of walls. If done right, a Shinespark can be charged, then use a Missile Jump to get into position before Shinesparking. Mantreads Boot upgrade that allows Samus to kill enemies by landing on top of them. Gunboats Boot upgrade that stops all damage from Missile Jumps. ![]()
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Re: Create a Metroid UpgradeFocus Beam: Samus expels a thin, concentrated laser for as long as the button is held down. If used correctly and masterfully, it can potentially be a DEADLY game-breaker. However, if not mastered by more impatient players, it does far less damage and will be swapped out for other, more practical weapons. It's basically a weaponized version of the welding mechanic from Corruption, with a bit more length. As the Charge Beam cannot be used with this, it is designed to be readily swapped out on the fly.
Alternate Charges: Auto beam: Holding the fire button results in a five-shot burst before the charge feature kicks in. Frag beam: Fire a Charged shot that shotguns after hitting a target. And one for the 2D games: trigger pump: collectable expansion that increases your rate of fire by a few frames of time. |
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