MK 11 - Next gimmicks
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posted06/15/2016 03:52 PM (UTC)by
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MacyG88
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06/14/2010 06:31 AM (UTC)
It's the staple of MK besides the violence - The gimmick.

MK4 went 3D and had weapons
MK:DA - D - A had different styles
MK vs DCU had Klose Kombat, Air Kombat and Stage Transition mini-game
MK 2011 went back to 2D
MKX brought back styles

So the (simple) question is: What should MK11 have?

Personally, I would like to see weapons returning. I think with NR, now much more experienced developers, could implement a deep and brutal-looking SoulCalibur-esq style.

I wouldn't also mind seeing multi-tier levels again.
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PickleMendip
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STATE FED LIES CHARM EMPTY EYES. Anon.

06/07/2016 03:00 PM (UTC)
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MacyG88 Wrote:
I wouldn't also mind seeing multi-tier levels again.

Should have been included in MK9.
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JasonVPred
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... here's your Subzero, now plain zero.

06/10/2016 01:45 AM (UTC)
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I know what it should not have: loot dropped gear, it is fine for Injustice 2 but do not bring it to MK 11. As much as I am a fan of KI, this is not Killer Instinct, stop adding so much customisation options. Focus on the online matchmaking and reduce character induced stupidity and plot induced stupidity; I am looking at you Scorpion, you lovable hothead.
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Baraka407
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06/10/2016 08:19 PM (UTC)
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I'd be cool with stage transitions, either from below to above, above to below, right side of the screen to further right and left side of the screen to further left, but I'd want it to be organic.

By that, I mean it shouldn't be uppercuting someone from Hell to Khan's arena or whatever. No stage to other stage transitions ala MK3.

Instead, have one side of the level have a balcony or a gate or a trap door or whatever, and a well timed kick or uppercut sends the opponent careening realistically in to the next area of the same level. Maybe you can go to the right two or three times until you get to s cliff's edge.

So more similar to MKD, only without giant falls mid-match or death traps. Getting to a place with a stage ender allows you to do a stage fatality.

Plus, I'd want the option to turn stage advancing off. I also wouldn't want it to take off massive damage. Lastly, I'd want some of them to allow for retransfer to the previous area and the ability to fight in the transfer area, so like on stairs, bridges, etc. I'd say bring a little uneven terrain to battles in spots like this.

But yeah, that's it.

As for gameplay, I'd say drop the number of styles from 3 to 2. One armed style and one unarmed style. Have them play almost completely differently from one another. Give them one special move in common, and have then give each of the styles about eight more specials with EX versions.

Next, I'd say dump X-Ray moves. They take too long, they're repetitive, and as a gimmick, I'd say they've had their day. Instead, I'd say give every character a special move that they can arm and power up. It's a regular special move, but once it's fully powered, you get s double EX version of the move, and it gives the move different, highly advantageous or highly danaging additional properties, but without a 29 second cutscene like an X-Ray.

Lastly, I'd do away with breakers as they are now. I'd give each character a rechargeable meter that regains on its own and has four notches in it. Each character would have different things they could do during a combo in order to play defense, but everyone can use one notch to escape a combo of timed correctly.

Like maybe a character is good at throwing, so maybe they get a counter throw. My a character is really fast, so they can deflect strikes. Maybe s character can "block strikes," where they still get hit, but the right button presses cut the damage down significantly. Maybe a character can reverse combos on people. Maybe a character can power up their attacks by timing certain presses while taking damage in a combo.

Maybe they can catch a strike and use it to jump over the opponent for an advantage. Maybe some characters have weaker options, but can reverse reversals immediately. Of course, any attacker that becomes a defender can use their own defensive techniques provided they have enough notches.

Basically, I'd like to see more of an emphasis placed on defense. Not just opening someone up and getting free damage in the form of a long, stylish combo as a reward, with the only exception being the awkward looking break that we currently have.

That said, I'd like to be able to spend those notches on offense as well. Maybe you can spend them to make an attack take off slightly more health, maybe spending one allows for a small health regen, maybe you can spend notches to build your EX meter some in a pinch or steal some of your opponents notches or EX meter or prevent them from escaping.

Maybe a few notches let you add a bonus attack to a combo that you wouldn't normally have otherwise. Maybe you spend some notches to debuff your opponent or break their block or any number of things.

Basically, I'd love to see a ton of depth added to the give and take of combos in this game. Maybe some of these would be overpowered or worthless, but they could always be rebalanced.
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DG1OA
06/12/2016 05:07 PM (UTC)
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Different character-types like Motaro, and all the unique animations that should come with them. Some characters should get completely different X-Rays and alities to use on Motaro, or the Shokan, etc.

For instance, a Shokan's X-Ray against Motaro should see said Shokan teleport-stomping the back of Motaro's horse half. Another example would be the Shokan's lower arms finally being acknowledged during X-Rays and alities.

The cyborgs need to have wirings and mechanical objects being ripped out of them instead of organs. The animations can stay exactly the same, but instead of ripping out a human heart, Kano should rip out a mechanical equivalent, for instance.

An undead skeleton should have no organs to rip off.

One last example would be an individually playable rider like Ferra. Characters should shoot their projectiles lower in order to hit her, but if Ferra's standing too closely to her foes, some of them should always miss her. And Instead of sweeping her, characters would stomp her.
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PickleMendip
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STATE FED LIES CHARM EMPTY EYES. Anon.

06/15/2016 03:52 PM (UTC)
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I agree about replacing Xrays with a shorter-animated supermove.

As it is, Xrays are more violently brutal than some fatalities, yet the victim dies from the fatality but gets right back up with only a scratch from an Xray move. I say if the supermove is that harsh, have a damaged state where the victim has a limp and deals damage at 50% for the rest of that round (or something), with the supermove being difficult to execute for some reason like the meter so there's higher risk/reward stakes.
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