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Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat May 16, 2009 11:39 am
by MagiNinjA
I don't remember it nor will I look it up until later, but if it's anything like how Jeff from Earthbound (I know, I have an obsession with that character. HE'S SO AWESOME!), it's something that'd be cool.
"He is a child prodigy, able to fix broken down objects into advanced weaponry. Unlike the rest of the group, he is the only one of the Chosen Four unable to use PSI powers. He compensates for this in battle by the use of such weapons as bottle rockets, bombs, and other advanced mechanical devices. He is also the son of famous inventor Dr. Andonuts."
From Wiki.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun May 17, 2009 1:09 pm
by Carygon Nijax
I liked the tattooes (I don't know how's the plural of tattoo)
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun May 17, 2009 3:54 pm
by seventhcross
Voice wrote:So anyway, about that awesome badass toy machine...
How rude, Voice. to switch back to your idea without even commenting on mine
I actually think the toy machine is a great idea, but I think it needs to be left to Ryme to flesh out at this point. Unless of course anyone has any new toys to suggest.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue May 19, 2009 3:50 pm
by MagiNinjA
Voice wrote:But yeah, the idea of incorporating some more forms of traditional "superpower" could go both ways--it could either be way cliche, or nostalgic.
Who says both at the same time is a bad thing?
Toy machine eez fantastique. Although that one that reduces time MAY become a staple for a lot of people. Not sure if Ryme wants something like that.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed May 20, 2009 10:16 pm
by Sanjuro
I like the toy machine idea.
Anyway, this is so obvious, I almost feel embarassed to be posting this. As you may have learned from "I'm Gonna Get You, Sucka", every hero needs theme music. In the movie, the heroes had a funk band, or a DJ+rapper, following them around. So let's have a backup band as a sidekick, or have DJ as an understudy skill. I already tried farming at the rave, to see if a turntable was added as a droppable items, but I never found one.
I have no idea what the game effect would be, but it seemed like a cool idea to me.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri May 22, 2009 12:59 am
by MagiNinjA
ObliviousXI wrote:I was thinking of a melee weapon or off-hand item called rubber chicken:
Flavor text: You're mighty embarassed to be holding such a ridiculous looking thing, but the fact that you enemies are laughing so hard they can't move gives you a chance to vent your rage on them. They won't know what hit them.
Effects would be:
chance of having one extra turn
somewhat increased chance of opponent fumbles
slightly increased chance of player fumbles
+ 5 melee damage
The bonuses to the player are way too beneficial.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri May 22, 2009 5:12 am
by seventhcross
It's really not to bad an idea, I think if you just take away the extra turn possibility it would work out fine. The extra turn doesn't really make a whole lot of sense with this item anyway. Though the extra damage might be hard to justify if it is a weapon. Even if you are venting rage, it's still just a rubber chicken.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri May 22, 2009 6:56 am
by Carygon Nijax
Carygon Nijax wrote:COFFEE SHOT-GUN
ranged weapon
+ reflexes
- Intellect
turns seconds shorter
The easiest way to get a coffee shot, just pull the trigger!
but beware... coffee grains shot by a shotgun can hurt you pretty badly.
but if it hurts you it will ceirtainly hurt your enemies, and besides, if you can beat them... you can always invite them a coffee shot to disscuss your issues
I've been thinking about it a long time.. and... I guess this is my best idea after the Quijote's -
I edited it because I think some people might not get it...
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri May 22, 2009 8:45 am
by Corrupt Shadow
Corrupt Shadow would never use an item that had a negative time affect on it.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri May 22, 2009 3:19 pm
by MagiNinjA
...What? Negative time means your turns are shorter. Which means you get more turns per day. I think you mean you wouldn't use items that made your turns LONGER.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat May 23, 2009 7:24 am
by the SUPERnaturalist
by negative I think he's referring to something that is "not good", so "negative time" would be "more time" while "positive time effect" would be the same as a "beneficial time effect" aka short turns.
or maybe he was just saying that he enjoys spending more time per patrol. ya never know. some people are wierd like that
also, 2hand weapons anytime soon? increase the power of the laser cannon? I'm having trouble imagining myself holding one in one hand. especially the bows. do i hold it AND string it with the same hand or something? also, metaphoric claws. the operative letter there being the S. claw
S. so if i have my xentrium shield on, am I still somehow attacking with both claws? probably not.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat May 23, 2009 8:49 pm
by Carygon Nijax
the original post said
"-5 (or less) seconds to the duration of each turn"
so I don't understand what he meant
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Jun 02, 2009 12:16 pm
by Corrupt Shadow
I like the Circus/Carnival one. Cool idea!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Jun 02, 2009 12:22 pm
by Corrupt Shadow
There should be a badge for pointlessly checking the Heroes' Guild for new badges x-number of times. It could be the "Badger Badge" or something.
Or a "Colorfully Attired" badge (that should be self-explaining)... but that might be to easy to obtain, yes?
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed Jun 24, 2009 12:25 am
by Muhandes
Just had an idea. There is a slight lack of narrative with the Shining Trapezohedron. How come when you have several of them, and you use one, you can't use another?
The solution could be something like the chest mechanism. When used it becomes an item called "Not so Shining Trpezohedron" with the same qualities except the use. That way you can use as many as you have.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Thu Jul 09, 2009 4:58 pm
by Olaf
Blink wrote:That gave me another idea. Equipment sets. Say you equip An eyepatch, a pirate hat, and a parrot. Each one has their own stats. But together, they give u an added effect in the form of doing more damage, getting higher strength, less/more fumbles. etc.
Or if thats too hard...
There is a couple IotM sets that do this, so it is possible.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun Jul 12, 2009 1:34 am
by Satan
You've obviously never heard Captain Falcon using his signature move, Falcon Punch >.>
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun Jul 12, 2009 5:34 pm
by Olaf
Satan wrote:You've obviously never heard Captain Falcon using his signature move, Falcon Punch >.>
No, not obviously. I've heard of it, and could ask the same thing JT did. How does one combine a drink and a mechanical bird? Grind up the bird into powder? The joke is there; the making-sense isn't.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun Jul 12, 2009 6:42 pm
by MagiNinjA
Sheesh peoples. Lay off the ragging on the reference.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Jul 13, 2009 6:39 am
by Satan
Olaf wrote:Satan wrote:You've obviously never heard Captain Falcon using his signature move, Falcon Punch >.>
No, not obviously. I've heard of it, and could ask the same thing JT did. How does one combine a drink and a mechanical bird? Grind up the bird into powder? The joke is there; the making-sense isn't.
Not every combine in the game actually makes sense, either. I'd say that this relies more on reference than humor and shouldn't be put in. I just figured that when JT said that, she didn't know where it came from at all. Hence why I mentioned where it came from and why it would make sense as a reference.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Jul 13, 2009 12:03 pm
by MagiNinjA
Captain Falcon is Nintendo. Specifically, F-Zero.