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TopicMercenaries 5 Test Run, Week 6 Results: So Scream All You Like...
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04/05/23 10:25:34 AM
#80:


I said this before but the lightning bolt was never the problem it's Mario only having 5 custom options and wanting to pick the same one every time. I think the boo is straight up a worse idea than the lightning bolt. It's a nightmare to interpret.

I think there's a lot of potential for a Mario "feeling" build if there's a larger set of customization options but Mario has to use them up and refind them again. Ultimately I would like something like this.

? Block (passive) - Each Wartime Mario will find 1 Customization randomly from each of [Group A], [Group B], [Group C], as well as one additional random item chosen from a randomly chosen group. All items can only be used by him unless otherwise noted, and items may not repeat.

[Group A]
Fire Flower, P-Wing, Cape, Ice Flower, Tanuki Suit, Hammer Suit, Super Mushroom, Kuribo's Shoe, Fludd, 3 SMB2 Mushroom Blocks.

[Group B]
Metal Cap, Vanish Cap, Mario Kart Boo (steal a random item from a random post rosters enemy's battle write-up, chosen when rosters are revealed), Mario Kart Lightning Bolt, Starman 15s, 1-Up (revives to full health once per match), Warp Whistle (may choose to give to a teammate if chosen, may be used to teleport to anywhere on the terrain once per match), SMB2 Clock (freezes time for everyone but Mario for 10s), POW Block, Hammer as seen in Smash Bros Series/Donkey Kong Series, Mega Mushroom 15s

[Group C]
His current customs go here. As well as ideally some extras to flesh it out. A Smash Bros inspired item set would be neat for example. Mario Kart expanded to have Lightning Bolt, My Version of Boo, and a Spiked Blue Shell that will launch at the furthest enemy from him.

Customization: Mario may bring 3-5 items with him he has found from his ? block passive with him into battle.

Item Storage (results) - Mario may hang onto one item not chosen from his custom this week. He is always considered to have rolled that item as a choosable extra bonus item until he chooses a different item or it is used, and it will not be considered to be a repeat item. (Upgradeable to SMB3 style item window holding more)

The basic idea is

Group A - Low impact, but give Mario basic combat options. These exist to be used if you want to store stronger items mostly truth be told.
Group B - Theme here is high impact temporary power ups. Arguably as good as Group C situationally.
Group C - Bread and Butter complete power up sets as seen in M5 to give Mario legs. Since at least one of these is always rolled he should always have some good persistent firepower if he needs it.

If you think you have a match in hand, you store a Group B or Group C. If not you pick all Group Bs and Cs because you can store extras and aren't compelled to actually use the As you roll.

The more items the better, and shouldnt hurt too much. Mario should be versatile, powerful, and reasonably but not 100% consistent.

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