24th January 2003, 7:09 AM
ya know, my stance on the controls is that they are the best controls for the game. For the gamplay in Metroid Prime, the current controls are the best, considering that quick gun and visor shifts are important. Unfortunately, they don't take into account the fact that FPS players might be interested in the game, and that FPS players want to feel comfortable with it immediately. It's like coming up with a database application that's above and beyond everything in the market, and then not making it compatible with Microsoft Excel.
But unlike Nintendo, Retro isn't ass-stubborn. They'll realize that a large enough portion of their market wants an alternate setup, which warrants the alternate setup: Here's my alternate setup:
FPS Mode:
Analog stick:
up and down-move Samus forward and back (respectively)
left and right- strafe Samus left and right (respectively)
C stick:
up an down- look down and up (respecively, with option to reverse)
left and right- look left and right (respectively)
R-trigger:
-analog speed of shots
click- initiate charge, release click for charge shot
Z: morph ball
L-trigger: missiles
D-Pad:
Up: Beam 1
Right: Beam 2
Down: Beam 3
Left: Beam 4
B: scan visor
A: combat visor
Y: Unknown visor 1
X: Unkown visor 2
Morph Ball Controls:
The best would be no change, but if alternate controls are available, make movement the same, charge with L-click, bombs with D-up, super bombs with D-left, other functions at D-down and D-right.
Control Options:
Switch C-stick with Analog stick.
Switch ABXY with D-pad
Actual look option (up means up, down means down)
Switch Morph Ball controls
Lookspring (default is off)
More...
I think this is what FPS fans are looking for. I hate the lookspring, and I think most people that care enough to change to the FPS setup will want it off as well.
I'd also make the hint system off as a default, but I think that just makes sense. Hopefully, there is a way to sense that the player is lost (only the first time being lost) and remind the player that there is a hint system in the options menu. This reminder should only come up once.
I think Metroid multiplayer has the potential to really kick ass. A few cool options:
missiles: select number you start with
Beams: Select default beams and beams that can be collected in-game
Morph Ball: on or off
morph ball bomb: select number you start with (if above is on)
More...like in all standard FPS's
Modes:
Default mode: Visors act just like in Metroid Prime, when energy runs out, you die.
Rock-Paper-Scissors with visors: battle visor sees anyone using Xray, Xray sees anyone using heat, heat sees anyone using battle. The delay between switches is an option agreed upon by the players. Best for Online.
Rock-Paper-Scissors with beams: plasma beats ice, ice beats wave, wave beats power, power beats plasma. The delay between switches is an option agreed upon by the players. Best for Online.
Scan Mode: (more of an option than anything) when you "spawn," you choose a limb that has a weakness (left leg, right leg, left arm, right arm, head). Shots that hit other parts of the body give half the amount of normal damage, shots to the chosen weak part of the body give 2 times the normal amount of damage. A competitor can find the weakness with the scan visor.
Please, please write more...
But unlike Nintendo, Retro isn't ass-stubborn. They'll realize that a large enough portion of their market wants an alternate setup, which warrants the alternate setup: Here's my alternate setup:
FPS Mode:
Analog stick:
up and down-move Samus forward and back (respectively)
left and right- strafe Samus left and right (respectively)
C stick:
up an down- look down and up (respecively, with option to reverse)
left and right- look left and right (respectively)
R-trigger:
-analog speed of shots
click- initiate charge, release click for charge shot
Z: morph ball
L-trigger: missiles
D-Pad:
Up: Beam 1
Right: Beam 2
Down: Beam 3
Left: Beam 4
B: scan visor
A: combat visor
Y: Unknown visor 1
X: Unkown visor 2
Morph Ball Controls:
The best would be no change, but if alternate controls are available, make movement the same, charge with L-click, bombs with D-up, super bombs with D-left, other functions at D-down and D-right.
Control Options:
Switch C-stick with Analog stick.
Switch ABXY with D-pad
Actual look option (up means up, down means down)
Switch Morph Ball controls
Lookspring (default is off)
More...
I think this is what FPS fans are looking for. I hate the lookspring, and I think most people that care enough to change to the FPS setup will want it off as well.
I'd also make the hint system off as a default, but I think that just makes sense. Hopefully, there is a way to sense that the player is lost (only the first time being lost) and remind the player that there is a hint system in the options menu. This reminder should only come up once.
I think Metroid multiplayer has the potential to really kick ass. A few cool options:
missiles: select number you start with
Beams: Select default beams and beams that can be collected in-game
Morph Ball: on or off
morph ball bomb: select number you start with (if above is on)
More...like in all standard FPS's
Modes:
Default mode: Visors act just like in Metroid Prime, when energy runs out, you die.
Rock-Paper-Scissors with visors: battle visor sees anyone using Xray, Xray sees anyone using heat, heat sees anyone using battle. The delay between switches is an option agreed upon by the players. Best for Online.
Rock-Paper-Scissors with beams: plasma beats ice, ice beats wave, wave beats power, power beats plasma. The delay between switches is an option agreed upon by the players. Best for Online.
Scan Mode: (more of an option than anything) when you "spawn," you choose a limb that has a weakness (left leg, right leg, left arm, right arm, head). Shots that hit other parts of the body give half the amount of normal damage, shots to the chosen weak part of the body give 2 times the normal amount of damage. A competitor can find the weakness with the scan visor.
Please, please write more...