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Jdaster's Suggestions

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jdaster64
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« on: January 13, 2011, 08:51:31 pm »

Redid the thread to omit some redundancies (and stuff that's already been added!)

Badge Ideas (I know some of the names are taken already, I just kept them analogous to the PM/TTYD names):
– Item Hog – Increases item drop probabilities by 20-30% (possibly excluding Cards)
– Pity Flower – Adds a STACHE/2 chance of restoring 1 FP every time you take a hit.
(Would make a good Flower analogue to Heal Power.)
– Chill Out – Disables enemy First Strikes, although still allowing them to remain aggressive.
– Runaway Pay – Restores 25% of HP/FP lost in battle upon running away.
(Could use the Return Postage sprite from PMTTYD)
– Heavy Hitter – Increases damage dealt by 40%, but doubles attack delay.
– Feather Weight – Decreases damage dealt by 40%, but halves attack delay.

Other ideas:
– A “random card envelope” that costs 500 coins and has a chance of containing any non-minigame/special card in the game.
– A soda shop run by Chet Rippo or such that allows one to spend 390 coins (as a PM reference) for a drink that allows you to subtract one point from ATK, DEF, SPEED, or STACHE, and add it to another of the four. Obviously, you couldn't use one to make any stat fall below 0.  I feel this would be especially helpful now, as the new update completely changed the effectiveness of a number of already maxed or near-maxed accounts.
– Passive Speed/Stache-buffing specials that increase effects slightly (0.4 -> 0.6 crit/block chance, 3ms -> 5ms attack-delay reduction, 1% -> 1.25% shop discount per point)
– Card prices could stand to be revamped, as they help too much in the early-game and not enough in the late-game; perhaps they could sell for 10*(Enemy Level) coins or 1*(Enemy Level) Beanbean Coins, with the bosses selling for about double the price of the most expensive normal-enemy card in the area.
– Perhaps every month or so, another HnS map could be added, as a few players more than likely have figured out all of the hiding spots in the current map. Some likely good places to model would be the Mushroom Plains area, the Mushroom Kingdom Path, and the Mushroom Kingdom itself.

Some old sprites:
« Last Edit: June 03, 2012, 04:54:13 pm by jdaster64 » Report Spam   Logged


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MrL300
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« Reply #1 on: January 13, 2011, 09:12:12 pm »

hmm..... lol thats a good idea XD   Shocked
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Penguin4478
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« Reply #2 on: January 13, 2011, 11:42:02 pm »

lol this is a good idea, although maybe make the envelope cost more
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jdaster64
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« Reply #3 on: January 14, 2011, 01:12:51 am »

I just figure the item's lower price would offset the uncertainty of not knowing what card's in it.  After all, at least five times out of six you'll end up with a card that's worth no more than 100 coins and that nobody's likely to want.
« Last Edit: January 14, 2011, 02:48:37 am by jdaster64 » Report Spam   Logged


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jdaster64
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« Reply #4 on: April 10, 2011, 02:10:04 am »

Added some other things to the first post, as well as corresponding sprites and such.
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« Reply #5 on: July 12, 2011, 11:56:56 pm »

These ideas would actually be really nice, but +25% is a lot, considering the limited item space. I did suggest something with the chet rippo thing, except i referred to it as "retraining." Kimi said that he probably wouldnt do it, because of it's scarcity in many mario games. Chill out with that effect would be nice, but it would easily make bosses much harder, because ppl will be able to traverse places like mk path without taking too much damage from normal enemies, and mega strength characters would easily surpass defensive players by training with enemies of equal level, rather than those 4 lvls above. Good suggestions, though:)
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« Reply #6 on: December 09, 2011, 12:56:00 pm »

Bump, since we're actually updating now?  Grin

But seriously, I did add/edit a couple of things.
« Last Edit: December 09, 2011, 01:05:00 pm by jdaster64 » Report Spam   Logged


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« Reply #7 on: June 03, 2012, 02:17:36 pm »

Redid the first post, omitting some redundancies, as well as things that have already been added or made unnecessary.  I added a few suggestions, as well.
« Last Edit: June 03, 2012, 02:20:38 pm by jdaster64 » Report Spam   Logged


First to get all 47 cards, all in inventory
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« Reply #8 on: June 03, 2012, 03:37:23 pm »

For item drop chance increasing items, why don't we suggest something that boosts the drop chance by a percent of the initial drop rate (sorry if that sounded a little confusing). Like so:
Let's just say blackberries drop with a 50% chance from a goomba. Using an item like item hog, which may boost the initial drop rate by 20%, will increaese the 50% to 60% because that added 10% from the original drop rate is 20% of the 50% (now this sounds really confusing, lol). By doing this, drop rate items will work on all item drops, and we won't have to think about excluding certain items like cards. Another example: if a card drops at 1% chance, it'll gain a 20% boost from the item, making it have a 1.2% chance. I hope everyone understood that... because I really couldn't think of a better way to phrase it.
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« Reply #9 on: June 03, 2012, 04:53:36 pm »

I thought that would be rather obvious; Drillbit shells being boosted from ~2% to 22% would be a bit silly, lol.
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« Reply #10 on: June 03, 2012, 06:46:32 pm »

Yea, but it's hard to tell when you say 20-30% whether or not that boosts as a set value (30% drop chance item gets boosted to 50-60%), or whether or not it would boost the 30% to a 36-39%...
Anyways, that would be silly; enemies would be dropping items left and right.
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« Reply #11 on: August 09, 2012, 02:49:53 pm »

Another new idea related to cards, and this would sort of revamp the whole system.

Basically, there would be two types of cards: Normal Cards and Super Cards.  Normal Cards have about a 1/50 drop rate, are worth about 5*Enemy Level coins, and show the enemy's HP, POW, DEF, SPEED, and EXP, as they do now.  Super Cards would appear only after you have collected the normal card, having about a 1/200 drop rate, worth 20*Enemy Level coins, and would show the enemy's item drops, coin drops, and drop rates.  There could be separate rewards for collecting these; perhaps collecting all of the enemies' cards in a certain area would give you the area's boss's Super Card.
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Check out my updated suggestions thread here!
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