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Ephraim

Wii Tournie Brainstorming Thread

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The only thing I plan on changing about my initial rules are the items. Later today, I'm going to post some ideas about the revised item list.

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Sup guys.

 

*edited*, those are alot of stages you're allowing this time for Brawl. I hope nobody knows there how to use Dedede.

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Alright, let's try this again. Forget the previous list, because I'm starting fresh. What I would like to hear from you is what you would and would not like to be on the item list, as well as an explaination as to why. I'll start things off by letting you know what I think about the items. Let's take it in categories:

 

The Least Likely

These items are the least likely to appear on the official list: Assist Trophy, Pokeball, Blast Box, Maxim Tomato, Heart Contaner, Dragoon Parts, Warp Star, Super Spicy Curry, Timer, Lightning, Hammer, Golden Hammer, Cracker Launcher, Bob-Omb, Motion-Sensor Bomb, Smart Bomb, Smoke Bomb. Most of these are items which have a relatively high chance of KOing a player at low percentage. Healing items of 50% seem excessive for this stuation. As for the Smoke Bomb, I know how much everybody dislikes it, so off it goes. If you would like to see any of these items in the official list, speak up.

 

Smash Balls

These have the potential to KO a fighter at 0%, depending on the character. However, some people absolutely love them, as they contribute to what makes Brawl (and Smash Bros. in general) unique and fun. So, if each member of both teams agree, they will be switched on for that round.

 

Containing/Prizes

I'm talking about Crates and Sandbags. They give out items. Now, Crates sometimes explode, so some strategy is involved (Should I break it from afar, or risk it?). I'm thinking one or both will be on the list.

 

Food

On low frequency, this shouldn't be a game breaker.

 

Transforming

Super/Poison Mushrooms - I am a bit concerned that Super Mushrooms will make the fighter too powerful, but maybe having Poison Mushrooms on as well will even things out. I'm on the fence on this one.

Starman - Seems a bit too powerful, but if I hear overwhelming support, on they go.

Metal Box/Rabit Hood - I think there is enough strategy created by these items to put them on the list.

 

Battering

Beam Sword - My only concern with this one is it's great range. Still, there is a lot of strategy attached to it, so maybe.

Home-Run Bat - Wow is this one powerful. I'm not certain about adding it, but if I hear enough support, I will definately consider it.

Fan - I hear it is possible to possitivley dominate with the fan. However, it takes a lot of practice to do this, so I think it would be okay to add it.

Lip's Stick - Why not? It's just Lip's Stick.

Star Rod - The range makes me a little iffy, but I think it's harmless enough.

 

Shooting

Super Scope - It's awefully powerfull at full blast. Not sure about this one.

Ray Gun - It could be very annoying, but it's pretty hard to KO somebody with one of these.

Fire Flower - My main objection to this one is similar to the Supr-Spicy Curry. That is, it is very hard to escape it.

 

Throwing

Deku Nut/Freezie/Pitfall - It's mighty hard to KO somebody with these, and the status effects they give out adds some strategy.

Hot Head - This item is basically an environmental hazard. I don't think it is powerfull or fas enough to be unfair. Also, it forces the player to multi-task (fight/avoid).

Mr. Saturn - Harmless.

Green Shell - Standard throwing item.

Banana Peel - Can be used strategically.

Bumper/Spring - Forces the player to adapt or exploit the surroundings.

Unira - Similar to some other throwing items, it can be used to introduce environmental hazards.

Soccer Ball - This one seems a bit too powerful.

Team Healr - Fits right in a Team Brawl.

 

Gear

Franklin Badge - Puts ranged weapon users at a disadvantage, but that will give them more incentive to get there first.

Screw Attack - I'm concerned that it is too difficult to avoid.

 

I really do want to know what you guys think, so post away!

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Only things I advise against on that list,

 

Mushrooms/Starman - Both of these could easily decide a match, and half the time spawn right next to someone/in their path giving them a free, large advantage.

Beam Sword/Home-Run Bat/Star Rod/Unira - Not because of their intended use, but they're *edited*ing powerful when thrown at someone. Star Rod actually sends them at a downward angle I believe.

Fan - spam A, get lots of free damage, don't get punished. It's speed is too much to justify the damage.

Containers - Nothing sucks more than starting an attack, and an exploding capsule spawning in front of you before you swing, killing you for no reason. *edited* that.

Soccer Ball - really easy to kill things with, but it usually doesn't fly where you want it to. Maybe this one doesn't matter.

 

And the reason I mentioned stages is because DDD's chaingrab = instant stock on any stage with a walk off boundary.

 

Other than that, it's all cool.

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And the reason I mentioned stages is because DDD's chaingrab = instant stock on any stage with a walk off boundary.

 

Ooooooh, yeah. Forgot about that. I might make one or two stage changes on the official rules list.

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Alright, let's try this again. Forget the previous list, because I'm starting fresh. What I would like to hear from you is what you would and would not like to be on the item list, as well as an explaination as to why. I'll start things off by letting you know what I think about the items. Let's take it in categories:

 

The Least Likely

These items are the least likely to appear on the official list: Assist Trophy, Pokeball, Blast Box, Maxim Tomato, Heart Contaner, Dragoon Parts, Warp Star, Super Spicy Curry, Timer, Lightning, Hammer, Golden Hammer, Cracker Launcher, Bob-Omb, Motion-Sensor Bomb, Smart Bomb, Smoke Bomb. Most of these are items which have a relatively high chance of KOing a player at low percentage. Healing items of 50% seem excessive for this stuation. As for the Smoke Bomb, I know how much everybody dislikes it, so off it goes. If you would like to see any of these items in the official list, speak up.

 

Smash Balls

These have the potential to KO a fighter at 0%, depending on the character. However, some people absolutely love them, as they contribute to what makes Brawl (and Smash Bros. in general) unique and fun. So, if each member of both teams agree, they will be switched on for that round. Reasonable.

 

Containing/Prizes

I'm talking about Crates and Sandbags. They give out items. Now, Crates sometimes explode, so some strategy is involved (Should I break it from afar, or risk it?). I'm thinking one or both will be on the list.Agree.

 

Food

On low frequency, this shouldn't be a game breaker.Agree.

 

Transforming

Super/Poison Mushrooms - I am a bit concerned that Super Mushrooms will make the fighter too powerful, but maybe having Poison Mushrooms on as well will even things out. I'm on the fence on this one.

Starman - Seems a bit too powerful, but if I hear overwhelming support, on they go.

Metal Box/Rabit Hood - I think there is enough strategy created by these items to put them on the list.I'd lose starman and the shrooms.

 

Battering

Beam Sword - My only concern with this one is it's great range. Still, there is a lot of strategy attached to it, so maybe.

Home-Run Bat - Wow is this one powerful. I'm not certain about adding it, but if I hear enough support, I will definately consider it.

Fan - I hear it is possible to possitivley dominate with the fan. However, it takes a lot of practice to do this, so I think it would be okay to add it.

Lip's Stick - Why not? It's just Lip's Stick.

Star Rod - The range makes me a little iffy, but I think it's harmless enough. Lose the bat.

 

Shooting

Super Scope - It's awefully powerfull at full blast. Not sure about this one.

Ray Gun - It could be very annoying, but it's pretty hard to KO somebody with one of these.

Fire Flower - My main objection to this one is similar to the Supr-Spicy Curry. That is, it is very hard to escape it.Fine here.

 

Throwing

Deku Nut/Freezie/Pitfall - It's mighty hard to KO somebody with these, and the status effects they give out adds some strategy.

Hot Head - This item is basically an environmental hazard. I don't think it is powerfull or fas enough to be unfair. Also, it forces the player to multi-task (fight/avoid).

Mr. Saturn - Harmless.

Green Shell - Standard throwing item.

Banana Peel - Can be used strategically.

Bumper/Spring - Forces the player to adapt or exploit the surroundings.

Unira - Similar to some other throwing items, it can be used to introduce environmental hazards.

Soccer Ball - This one seems a bit too powerful.

Team Healr - Fits right in a Team Brawl. I'd lose the bumper.

 

Gear

Franklin Badge - Puts ranged weapon users at a disadvantage, but that will give them more incentive to get there first.

Screw Attack - I'm concerned that it is too difficult to avoid. Fine here.

 

I really do want to know what you guys think, so post away!

Commentary in blue.

Edited by Liquid

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Alright, let's try this again. Forget the previous list, because I'm starting fresh. What I would like to hear from you is what you would and would not like to be on the item list, as well as an explaination as to why. I'll start things off by letting you know what I think about the items. Let's take it in categories:

 

The Least Likely

These items are the least likely to appear on the official list: Assist Trophy, Pokeball, Blast Box, Maxim Tomato, Heart Contaner, Dragoon Parts, Warp Star, Super Spicy Curry, Timer, Lightning, Hammer, Golden Hammer, Cracker Launcher, Bob-Omb, Motion-Sensor Bomb, Smart Bomb, Smoke Bomb. Most of these are items which have a relatively high chance of KOing a player at low percentage. Healing items of 50% seem excessive for this stuation. As for the Smoke Bomb, I know how much everybody dislikes it, so off it goes. If you would like to see any of these items in the official list, speak up. Agreed, but no Golden/Squeaky Hammer, as it's a royal PITA and nowhere close to the Hammer.

 

Smash Balls

These have the potential to KO a fighter at 0%, depending on the character. However, some people absolutely love them, as they contribute to what makes Brawl (and Smash Bros. in general) unique and fun. So, if each member of both teams agree, they will be switched on for that round.

 

Containing/Prizes

I'm talking about Crates and Sandbags. They give out items. Now, Crates sometimes explode, so some strategy is involved (Should I break it from afar, or risk it?). I'm thinking one or both will be on the list. Agreed.

 

Food

On low frequency, this shouldn't be a game breaker. I also agree with this.

 

Transforming

Super/Poison Mushrooms - I am a bit concerned that Super Mushrooms will make the fighter too powerful, but maybe having Poison Mushrooms on as well will even things out. I'm on the fence on this one.

Starman - Seems a bit too powerful, but if I hear overwhelming support, on they go. Yes to the Shrooms. I disagree with Liquid on this one, the evenness of the shrooms are just fine for me.

Metal Box/Rabit Hood - I think there is enough strategy created by these items to put them on the list. That should be fine, it does create a significant amount of strategy to pull off playing as either a metal version of your character or with the Bunny Ears.

 

Battering

Beam Sword - My only concern with this one is it's great range. Still, there is a lot of strategy attached to it, so maybe. Agreed.

Home-Run Bat - Wow is this one powerful. I'm not certain about adding it, but if I hear enough support, I will definately consider it. There is a significant amount of strategy attached to this weapon as well. A good Smash player COULD very easily avoid this, if he isn't either a) metal or similarly rooted to the ground, or B) has a ton o' damage.

Fan - I hear it is possible to possitivley dominate with the fan. However, it takes a lot of practice to do this, so I think it would be okay to add it.

Lip's Stick - Why not? It's just Lip's Stick. LOSE this one, this one is absurdly annoying, has 0 range, and there is 0 strategy to it, except to drop it like it's a hot potato whenever you pick it up.

Star Rod - The range makes me a little iffy, but I think it's harmless enough. Agreed.

 

Shooting

Super Scope - It's awefully powerfull at full blast. Not sure about this one.

Ray Gun - It could be very annoying, but it's pretty hard to KO somebody with one of these.

Fire Flower - My main objection to this one is similar to the Supr-Spicy Curry. That is, it is very hard to escape it. Drop all of these items.

 

Throwing

Deku Nut/Freezie/Pitfall - It's mighty hard to KO somebody with these, and the status effects they give out adds some strategy. These COULD stay, but I'd probably avoid them like the human plague.

Hot Head - This item is basically an environmental hazard. I don't think it is powerfull or fas enough to be unfair. Also, it forces the player to multi-task (fight/avoid).

Mr. Saturn - Harmless. Drop this one. Only usefulness is in annoying the sh*t out of people.

Green Shell - Standard throwing item.

Banana Peel - Can be used strategically.

Bumper/Spring - Forces the player to adapt or exploit the surroundings. Drop this too. Very, very annoying.

Unira - Similar to some other throwing items, it can be used to introduce environmental hazards.

Soccer Ball - This one seems a bit too powerful. Agreed. Drop this one.

Team Healr - Fits right in a Team Brawl.

 

Gear

Franklin Badge - Puts ranged weapon users at a disadvantage, but that will give them more incentive to get there first.

Screw Attack - I'm concerned that it is too difficult to avoid. Not exactly: Samus has that Screw Attack as her Up + B (Recovery) move, and it's pretty doggone easy to avoid.

 

I really do want to know what you guys think, so post away!

Posted my thoughts in this color.

 

BJ

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Just a friendly reminder Ephraim, remember to see how much knockback an item has when thrown. That is why some people are against the Baseball Bat, because it has some *edited* good knock back. Figured Id say this though, just as a reminder. Keep up the good work.

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Bumper's cool though, as it's VERY short range before it stalls and does its job. Things like Baseball Bat and Star Rod are 1249715905 times more useful when thrown than using their smash though, it's like a 50 mph Falcon Punch with infinite range and no startup lag. Too *edited*.

Edited by Eyce

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Alright, here's the list of items that are going to be playtested over the next week or so:

 

Sandbag, Food, Warp Star, Metal Box, Beam Sword, Lip's Stick, Ray Gun, Deku Nut, Hot Head, Mr. Saturn, Banana Peel, Bumper, Spring, Unira,Soccer Ball, Team Healer, Screw Attack.

 

This isn't final. It's just something I'm going to kick around.

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Alright, here's the list of items that are going to be playtested over the next week or so:

 

Sandbag, Food, Warp Star, Metal Box, Beam Sword, Lip's Stick, Ray Gun, Deku Nut, Hot Head, Mr. Saturn, Banana Peel, Bumper, Spring, Unira,Soccer Ball, Team Healer, Screw Attack.

 

This isn't final. It's just something I'm going to kick around.

Seems alright.

 

Low or Medium drop rate?

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I plan on getting the official rules for my tournaments set up witin the next week. Everything is unlocked in Mario Kart, but I have a question for you about Kart Selection. Which of the following two methods of kart selection sunds better to you:

 

-Each player can choose any kart available to the characters they select. In this option, the Parade Kart (the hard-to-unlock kart with no weaknesses) will be banned.

-Each player is restricted to the main kart of one of their characters. That is, if I picked Paratroopa and Koopa Troopa, I could only select the Red Shell Kart or the Green Shell Kart.

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What do you think about these Double Dash rules?

 

-All characters are allowed.

-All karts are allowed (except Parade Kart)

-Player conflicts between character and kart selection will be settled with a rock-paper-scissors match.

-150cc

-Before the tournament starts, the contestants will be organized into groups of four and, when necessary, three. These groups will race against each other in Round 1. Contestants who come in first or second place will move on to Round 2. Over the course of several rounds, the contestants will be whittled down to the four who go on to the Final Round. The contestants who come in first and second place in the Final Round will be the tournament winner and runner-up, respectivley.

-Ties will be settled with the players' choice of a quick battle match or reracing the last track.

 

Round 1: Mushroom Cup

Round 2: Flower Cup

Round 3: Star Cup

Final Round: Special Cup

 

And as always, excessive smack talking or physical interferance with another player are grounds for immediate disqualification.

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The Double Dash rules have my seal of approval, but if I may make a slight suggestion: 150CC is fricken HARD with the busted Double Dash AI, as I pretty much needed a light team (I chose Baby Mario & Baby Luigi) to actually do reasonably well!! Could we bump that down to, say, 100CC (where it's not too easy or too hard)?

 

BJ

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The Double Dash rules have my seal of approval, but if I may make a slight suggestion: 150CC is fricken HARD with the busted Double Dash AI, as I pretty much needed a light team (I chose Baby Mario & Baby Luigi) to actually do reasonably well!! Could we bump that down to, say, 100CC (where it's not too easy or too hard)?

 

BJ

What? Double Dash's AI is by no means hard, even at 150CC.

 

Also, if I understand Ephraim correctly, there will be no AI at all, just 1v1v1v1.

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Maybe for YOU the AI isn't hard, Liquid. I had quite a lot of trouble making my way through the 150CC cup races due to the fact that the AI used some pretty dirty tricks (that BLANK BLANK blue shell is a notable example)...

 

BJ

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One last thing I wanted to add:

If there is a tie, the two players will have a choice of a single round of Battle Mode (Balloons) or re-racing the last track in Mirror Mode. If they can't agree on which, I will make the decision.

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