17th June 2023, 10:57 PM
(This post was last modified: 17th June 2023, 10:58 PM by Camer the Dragon. Edited 1 time in total.
Edit Reason: Formatting
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(17th June 2023, 1:06 PM)Different Wrote: Reply #1
1. The idea of turning them red is just an alternative aside from burning them into ashes, which would be an animation that I would have to demonstrate and include in the game. I’m sure people grow tired of seeing the damaged character just sit down and get back up.
Elaborate more on randomizing load outs.
2. It’s a much stronger version than the lightning. You basically have a spinning tornado that spins your opponents really fast (when in contact with them) and randomly releases them high in the air.
3. Well, I’m wiling to negotiate how many times this can be done in a race, even if one time is necessary. Although, I’d have to at least give it 7 seconds.
4. Well, think of it as an everlasting jumpstart hat that’s more improved, but can only be used in one go. Maybe a few levels, depending on how you use it and where you go. The upside is that you could possibly get through glitches that you normally couldn’t.
5. Absolutely! I’ll make sure that spamming this superpower will be prohibited, though.
6. I gotta defend the trident, bro; sorry. If I remove the trident, then this superpower is essentially worthless. I’m willing to set some parameters for how the trident can be used, but I can’t completely strip it of its superpowers.
7. I doubt it. I don’t see how this could break the game, imo. All you need to do is measure the distance you can teleport, which exceeds the regular ones. It’s different from the F5 Fury. Remember, you’re spawning tornadoes, which is completely different than this.
8. Not if you put enough blocks in the race. If there’s not enough, than you won’t be able to utilize this superpower. Remember, destroyed blocks are restored.
9. Absolutely!
10. This can be performed no matter what. If you hit a barrier before you get all of the jump out of the step, then it’ll still behave like normal. I would say about 2-3ft, yeah.
11. Not really because there’s a difference in how you’re naturally invincible vs. the forcefields’ powers. The difference is that the forcefield can make you invincible to anything. But, naturally you’re not invincible to everything. So, the only extra invincibility difference (with the forcefield) is fire.
12. I can understand that. But, that same concept applies to the new person that loses the hat.
Reply #2: Well, it's really the trident that makes the hat more OP than anything else because once you equip that, you'll be more powerful than you think.
Re-Reply #1
1. Having different animations would be cool yeah, also by random loadouts I basically mean what happens when you click the loadout randomisation button in the character selection bit, the item block above the hat colour picker.
2. Releasing opponents high in the air I would say is probably fine for the reasons I said assault knockback is fine plus would be interesting.
3. 1 Time for 7s could be fine yeah.
4. If this was only available on new levels I think this would be fine, ngl a few of the features on this hat I would say would be fine if all old levels, levels made before the introduction of the hat, disallowed the hat automatically but new ones allowed it automatically
5. Yeah, this powerup I feel is perfectly fine as suggested.
6. Unfortunately I feel like this is a point we're gonna have to agree to disagree on, in terms of should the trident be there.
7. Quite a few levels incorporate systems where the finish is near to the start and teleporting would result in effectively insta-wins, and even if not this extreme there are plenty of levels which prohibit teleport and using one could be a large unintended and unwanted skip, maybe if the teleport power could only be used in levels which don't explicitly prohibit the teleport item, and to have it just be a regular sized teleport.
8. Destroyed blocks may be restored sure but having to make each wall 11 thick would make it difficult to design a level in ways that don't compromise the gameplay, also what happens if the block is restored whilst you're in it, if it makes you fall through the floor this could also cause many unintended skips.
9. Ye Agreed.
10. How far is 2-3ft in terms of pr2 blocks, I think that equates to about 0.6-0.9 blocks but I just wanna confirm.
11. Being naturally invincible to everything that's not another one of the same hat I would say is too much, even if you could attack without the hat via a new fire-based item I still feel this is far too strong and unfun to play against if you're not using the hat or have lost it.
12. I'll still say it should just lose power since it's sorta it wouldn't see the new users as worthy, nor would it see the original user as worthy due to losing it to another player.
2. Releasing opponents high in the air I would say is probably fine for the reasons I said assault knockback is fine plus would be interesting.
3. 1 Time for 7s could be fine yeah.
4. If this was only available on new levels I think this would be fine, ngl a few of the features on this hat I would say would be fine if all old levels, levels made before the introduction of the hat, disallowed the hat automatically but new ones allowed it automatically
5. Yeah, this powerup I feel is perfectly fine as suggested.
6. Unfortunately I feel like this is a point we're gonna have to agree to disagree on, in terms of should the trident be there.
7. Quite a few levels incorporate systems where the finish is near to the start and teleporting would result in effectively insta-wins, and even if not this extreme there are plenty of levels which prohibit teleport and using one could be a large unintended and unwanted skip, maybe if the teleport power could only be used in levels which don't explicitly prohibit the teleport item, and to have it just be a regular sized teleport.
8. Destroyed blocks may be restored sure but having to make each wall 11 thick would make it difficult to design a level in ways that don't compromise the gameplay, also what happens if the block is restored whilst you're in it, if it makes you fall through the floor this could also cause many unintended skips.
9. Ye Agreed.
10. How far is 2-3ft in terms of pr2 blocks, I think that equates to about 0.6-0.9 blocks but I just wanna confirm.
11. Being naturally invincible to everything that's not another one of the same hat I would say is too much, even if you could attack without the hat via a new fire-based item I still feel this is far too strong and unfun to play against if you're not using the hat or have lost it.
12. I'll still say it should just lose power since it's sorta it wouldn't see the new users as worthy, nor would it see the original user as worthy due to losing it to another player.
Re-Reply #2
Which is exactly why I feel it's a bit much, I get where you come from with new hats should be exciting and awesome to use, but they should also not be awful to play against in a general situation.
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