My MK7 ideas (let me know what you think!)
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My MK7 ideas (let me know what you think!)
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posted07/20/2005 09:02 PM (UTC)by

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02/25/2004 03:05 PM (UTC)
I posted this on the Midway forum, but I've only received one reply, so I thought I'd post it here to see what you all think. These are just a few of the many ideas swirling around in my head about MK7. Please feel free to critique and especially add your own to this thread!
I think that MK7 should change things up from the last few MK games. Don't get me wrong. MK:DA and MK:D had some good things going for them, but for several reasons, I believe that MK7 should chart a new path. First, MK7 will most likely make its debut on next gen systems in the fall of 06 (if what Ed Boon has said in the past about an MK game a year is correct). With a new set of systems should come a new direction for the series. MK:DA and MK:D had a lot of modes, but only a few had to do with enhancing the actual fighting game experience. With all that said, these are my ideas for MK7. Please feel free to post your own!
1) Window Dressing: The MK series tells a story better than any other fighting game, period. What better vehicle for telling this story than the beautiful graphics of the upcoming systems? There should be intro movies, grudge match (I'll get to that) movies and ending movies for every character. A powerful, but not cheesy narrator telling each characters story as well as good, solid voice actors fleshing out the many twists and turns of the plot.
2) Controls: I've heard others complain about the 1, 2, 3, 4 button scheme. Let me suggest this (for X box):
X = Punch
Y = Kick
A = Escape/Reprisal*
B& directions=Evade
B+ left on D pad= flip backwards
B+ up on D pad= side step left
B+ down on D pad= sid step right
R Trigger = Throw (character style specific throws)
R+A = Joint lock
R+X = Flip throw
R+Y = Take down (not that all throws can also
use the d-pad for even more throws. So a throw
heavy character can have more than three throws.
They could use toward, toward R+A etc)
L Trigger = Stance switch
D pad Away = Block
*An escape (away +A) would deflect physical attacks (everything but special moves) and auto escape so that neither side has an advantage and only minor blocking damage is done to the defender. This would only work on high and mid attacks. Low attacks must be blocked by pressing away on the D pad.
*Reprisals would increase fight speed. Instead of a traditional counter, where a punch is thrown by the attacker and turned into a throw or automatic hit by the defender, like in Dead or Alive, this would be a system of counters. For example. The attacker throws a high punch and the defender uses a reprisal (up/toward on the D pad and A). This makes the defender automatically deflect the high punch and come back with high punch or kick. The attacker has now become the defender, and they can use a reprisal to hit high (up/toward and A) medium (toward and A) or low (down/toward and A) or attempt to escape (away and A) or evade in any direction (B and up, B and down, B and left). A reprisal would deflect the attacker's punch or kick and cause the defender to attack with a high, mid or low punch or kick depending on which reprisal is used. An escape would simply deflect the punch or kick and allow the player to flip backwards out of the melee so that neither has lost any power but the blocking damage. Evades accomplish this, but at the risk of giving the attacker the upper hand if they're using high or mid attacks. The evader has the advantage if its a low attack or on that takes a long time to execute. Reprisals can go on indefinitely, but they increase in speed with each consecutive successful reprisal performed, making each reprisal harder to time than the last. Now the fight looks more like a martial arts movie, where moves are exchanged at a rapid pace. Obviously, this couldn't go on forever, but the basics are these: No escape or evade after the 5th reprisal, and due to exertion of energy, the hit that actually connects takes off more than if the reprisal had successfully been landed earlier. Even the fastest thumbs shouldn't be able to perform a reprisal after the 7th or 8th time.
3) Maximum damage: There needs to be a rock solid system in place to prevent BS. If a player has had more than 40 percent taken off of them in combo or a series of moves, both players should be knocked backwards to the ground (ala MK4). This will go a long way to cut down the cheese of the last game.
4 New Modes: MK:DA and MK:D had some good modes that made MK more of a complete game, but not necessarily a complete FIGHTING game. Sure, MK Chess is great and all, but why doesn't MK:D have a tag mode or a survival mode? Do you see what I'm saying here? Here are my suggestions for MK7 modes:
Story Mode: This is where we have the cut scenes. Characters fight up a specific ladder based on their allegiances (so if Noob Saibot was in MK7, he wouldn't fight Smoke if they were allies). There would be a grudge match that I'd call it a vendetta match. This would be like Sub-Zero vs Noob or whatever characters are in the game that have unresolved storyline issues with certain other characters. I'd have an endurance match, followed by sub-boss, followed by the boss of the game. Probably about 10 matches in total.
Versus: 1 on 1, 2 on 2 switch (The new character comes in when the old one is defeated, no tag), 3 on 3 switch, 4 on 4 switch
Tag: 2 on 2 Tag, 3 on 3 tag (use white button and black button to tag in players on Xbox)
Online: Online fighting like in MK:D
Survival: Fight until you lose. Defeating each character unlocks health, points, krypt keys or items depending on who you're using, how many wins you have, who you're fighting, what buttons you used etc.
Tournament: Up to 8 players with wireless controllers at home or up to 64 players online. Using a bracket style.
Watch: Watch people fight online to learn from the best.
Character Editor: Kind of like killer instinct. Not a mode, so much as the ability to change the colors of characters clothing at the select screen by selecting character, then hitting up or down to change colors and then confirming.
5) Create a Character: Some people will hate this, but I think that this idea screams MK. Lots of MK fans are very good at coming up with ideas for their own characters, well, I think that this should be the one and only minigame for MK7. You pick the race (human, demon, shokan, god, vampire, reptillian, oni etc). You pick the gender, eye color, hair style, physical build, tatooes, scars, etc. You start off with standard clothes, but you can change them to whatever you want and customize your character by unlocking:
Move Sets: Judo, Hapkido etc. Everything from MK7 and then about 25 others. These can be found in survival mode, story mode etc. Plus more to be downloaded online later.
Special moves: All special moves from MK7 plus about 100 more that can be found in the other regular modes. Plus more to be downloaded online later.
Clothes: Everything from shinguards, pants, boots, chest plates, masks, belts, insignias, etc can be unlocked in survival mode, story mode, and every other mode in the game. They can come in the form of keys to the krypt or simply unlocked.
Styles: Hair styles, tatooes, etc can also be unlocked in other modes.
In total, about 1500 items should be available with which to customize your character. But that's not all!
Create your own bio: A blank slate is provided that allows you to create your own characters bio of information. You choose the background, provide the list of Name, Age, birth place, style, weapon, allies and enemies. You get 5 stock templates to use for the background, and you can unlock 10 more in other modes.
Create your own action frame: Kinda like killer instinct (again) where once the characters are selected, an action scene of the two characters shows up as the versus logo appears. You pick from the background (1 of about 10) and the movement of your character (1 of about 20). Some of which can be unlocked.
Create your own ending: It won't be a movie sequence or animated, but you can choose templates with which to write scrolling text of what happens to your character.
The best part is that all of this stuff will be accessible online by other players when you use that created character against someone else.
6) Fighting styles: My final idea (man this is a long post!) is to reduce the number of fighting styles from 3 to 2. One weapon style and one regular hand to hand style. Simplify the dial a combos and make them more character specific (so if Jax uses Judo he can throw a takedown and do a combo etc). Use uppercuts and roundhouses and pop up moves, but don't make the game juggle happy. A special move or two after a pop up is fine, but no combo should be more than four or five hits in total.
Make the fighting styles more realistic to the character. A strong character should use an aggressive style etc. But also make the styles more unique to their roots. In other words, not every style should have standard punch punch kicks, but rather simpler combos that go with the style. If it's tae kwon do, they should be a certain style of punch that's different from wrestling. Plus their should be regular special moves that don't involve gravity defying, teleporting or projectiles that work with certian styles. Double jump kicks, back flip kicks, certain types of throws or locks, etc. Then of course, their should be the special moves. Scorpions spear, Rayden's lighting etc. I was just referring to moves unique to each characters fighting style.
I have more ideas, but I'll stop here because I think I just wrote a book.
I think that MK7 should change things up from the last few MK games. Don't get me wrong. MK:DA and MK:D had some good things going for them, but for several reasons, I believe that MK7 should chart a new path. First, MK7 will most likely make its debut on next gen systems in the fall of 06 (if what Ed Boon has said in the past about an MK game a year is correct). With a new set of systems should come a new direction for the series. MK:DA and MK:D had a lot of modes, but only a few had to do with enhancing the actual fighting game experience. With all that said, these are my ideas for MK7. Please feel free to post your own!
1) Window Dressing: The MK series tells a story better than any other fighting game, period. What better vehicle for telling this story than the beautiful graphics of the upcoming systems? There should be intro movies, grudge match (I'll get to that) movies and ending movies for every character. A powerful, but not cheesy narrator telling each characters story as well as good, solid voice actors fleshing out the many twists and turns of the plot.
2) Controls: I've heard others complain about the 1, 2, 3, 4 button scheme. Let me suggest this (for X box):
X = Punch
Y = Kick
A = Escape/Reprisal*
B& directions=Evade
B+ left on D pad= flip backwards
B+ up on D pad= side step left
B+ down on D pad= sid step right
R Trigger = Throw (character style specific throws)
R+A = Joint lock
R+X = Flip throw
R+Y = Take down (not that all throws can also
use the d-pad for even more throws. So a throw
heavy character can have more than three throws.
They could use toward, toward R+A etc)
L Trigger = Stance switch
D pad Away = Block
*An escape (away +A) would deflect physical attacks (everything but special moves) and auto escape so that neither side has an advantage and only minor blocking damage is done to the defender. This would only work on high and mid attacks. Low attacks must be blocked by pressing away on the D pad.
*Reprisals would increase fight speed. Instead of a traditional counter, where a punch is thrown by the attacker and turned into a throw or automatic hit by the defender, like in Dead or Alive, this would be a system of counters. For example. The attacker throws a high punch and the defender uses a reprisal (up/toward on the D pad and A). This makes the defender automatically deflect the high punch and come back with high punch or kick. The attacker has now become the defender, and they can use a reprisal to hit high (up/toward and A) medium (toward and A) or low (down/toward and A) or attempt to escape (away and A) or evade in any direction (B and up, B and down, B and left). A reprisal would deflect the attacker's punch or kick and cause the defender to attack with a high, mid or low punch or kick depending on which reprisal is used. An escape would simply deflect the punch or kick and allow the player to flip backwards out of the melee so that neither has lost any power but the blocking damage. Evades accomplish this, but at the risk of giving the attacker the upper hand if they're using high or mid attacks. The evader has the advantage if its a low attack or on that takes a long time to execute. Reprisals can go on indefinitely, but they increase in speed with each consecutive successful reprisal performed, making each reprisal harder to time than the last. Now the fight looks more like a martial arts movie, where moves are exchanged at a rapid pace. Obviously, this couldn't go on forever, but the basics are these: No escape or evade after the 5th reprisal, and due to exertion of energy, the hit that actually connects takes off more than if the reprisal had successfully been landed earlier. Even the fastest thumbs shouldn't be able to perform a reprisal after the 7th or 8th time.
3) Maximum damage: There needs to be a rock solid system in place to prevent BS. If a player has had more than 40 percent taken off of them in combo or a series of moves, both players should be knocked backwards to the ground (ala MK4). This will go a long way to cut down the cheese of the last game.
4 New Modes: MK:DA and MK:D had some good modes that made MK more of a complete game, but not necessarily a complete FIGHTING game. Sure, MK Chess is great and all, but why doesn't MK:D have a tag mode or a survival mode? Do you see what I'm saying here? Here are my suggestions for MK7 modes:
Story Mode: This is where we have the cut scenes. Characters fight up a specific ladder based on their allegiances (so if Noob Saibot was in MK7, he wouldn't fight Smoke if they were allies). There would be a grudge match that I'd call it a vendetta match. This would be like Sub-Zero vs Noob or whatever characters are in the game that have unresolved storyline issues with certain other characters. I'd have an endurance match, followed by sub-boss, followed by the boss of the game. Probably about 10 matches in total.
Versus: 1 on 1, 2 on 2 switch (The new character comes in when the old one is defeated, no tag), 3 on 3 switch, 4 on 4 switch
Tag: 2 on 2 Tag, 3 on 3 tag (use white button and black button to tag in players on Xbox)
Online: Online fighting like in MK:D
Survival: Fight until you lose. Defeating each character unlocks health, points, krypt keys or items depending on who you're using, how many wins you have, who you're fighting, what buttons you used etc.
Tournament: Up to 8 players with wireless controllers at home or up to 64 players online. Using a bracket style.
Watch: Watch people fight online to learn from the best.
Character Editor: Kind of like killer instinct. Not a mode, so much as the ability to change the colors of characters clothing at the select screen by selecting character, then hitting up or down to change colors and then confirming.
5) Create a Character: Some people will hate this, but I think that this idea screams MK. Lots of MK fans are very good at coming up with ideas for their own characters, well, I think that this should be the one and only minigame for MK7. You pick the race (human, demon, shokan, god, vampire, reptillian, oni etc). You pick the gender, eye color, hair style, physical build, tatooes, scars, etc. You start off with standard clothes, but you can change them to whatever you want and customize your character by unlocking:
Move Sets: Judo, Hapkido etc. Everything from MK7 and then about 25 others. These can be found in survival mode, story mode etc. Plus more to be downloaded online later.
Special moves: All special moves from MK7 plus about 100 more that can be found in the other regular modes. Plus more to be downloaded online later.
Clothes: Everything from shinguards, pants, boots, chest plates, masks, belts, insignias, etc can be unlocked in survival mode, story mode, and every other mode in the game. They can come in the form of keys to the krypt or simply unlocked.
Styles: Hair styles, tatooes, etc can also be unlocked in other modes.
In total, about 1500 items should be available with which to customize your character. But that's not all!
Create your own bio: A blank slate is provided that allows you to create your own characters bio of information. You choose the background, provide the list of Name, Age, birth place, style, weapon, allies and enemies. You get 5 stock templates to use for the background, and you can unlock 10 more in other modes.
Create your own action frame: Kinda like killer instinct (again) where once the characters are selected, an action scene of the two characters shows up as the versus logo appears. You pick from the background (1 of about 10) and the movement of your character (1 of about 20). Some of which can be unlocked.
Create your own ending: It won't be a movie sequence or animated, but you can choose templates with which to write scrolling text of what happens to your character.
The best part is that all of this stuff will be accessible online by other players when you use that created character against someone else.
6) Fighting styles: My final idea (man this is a long post!) is to reduce the number of fighting styles from 3 to 2. One weapon style and one regular hand to hand style. Simplify the dial a combos and make them more character specific (so if Jax uses Judo he can throw a takedown and do a combo etc). Use uppercuts and roundhouses and pop up moves, but don't make the game juggle happy. A special move or two after a pop up is fine, but no combo should be more than four or five hits in total.
Make the fighting styles more realistic to the character. A strong character should use an aggressive style etc. But also make the styles more unique to their roots. In other words, not every style should have standard punch punch kicks, but rather simpler combos that go with the style. If it's tae kwon do, they should be a certain style of punch that's different from wrestling. Plus their should be regular special moves that don't involve gravity defying, teleporting or projectiles that work with certian styles. Double jump kicks, back flip kicks, certain types of throws or locks, etc. Then of course, their should be the special moves. Scorpions spear, Rayden's lighting etc. I was just referring to moves unique to each characters fighting style.
I have more ideas, but I'll stop here because I think I just wrote a book.
0
Very neat ideas. Although I believe that Midway mentioned something about no plans(at least not yet) to release games for the Xbox 360 and that the next MK game maybe going to PS3 only.
The maximum damage thing should just be left out. It would only look ridiculous to see 2 characters during a fight knocked away from each other by an unseen force. Instead they should just balance fighters out and test each character out more and provide patches if they were needed.
Maybe they could do something like they did in Konquest mode for Deception and bring it online. Maybe you could take the created characters only and interact with other people in a world and talk to NPC's and do challenges to get clothing and get moves etc.
It should also be that if you get certain moves you can't get other moves to better prevent infintes and such. Also there should be a mode to develop your own style of fighting. I think Midway should also just take the time to work on MK7 before releasing it. If it will be that awesome then I wouldn't mind waiting.
I mean Perfect Dark Zero took 5 years to develop and it promises to be really awesome(hopefully it lives up to the hype.) I have always perfered fewer games of better quality than many with decent/crappy quality and a few great ones.
The maximum damage thing should just be left out. It would only look ridiculous to see 2 characters during a fight knocked away from each other by an unseen force. Instead they should just balance fighters out and test each character out more and provide patches if they were needed.
Maybe they could do something like they did in Konquest mode for Deception and bring it online. Maybe you could take the created characters only and interact with other people in a world and talk to NPC's and do challenges to get clothing and get moves etc.
It should also be that if you get certain moves you can't get other moves to better prevent infintes and such. Also there should be a mode to develop your own style of fighting. I think Midway should also just take the time to work on MK7 before releasing it. If it will be that awesome then I wouldn't mind waiting.
I mean Perfect Dark Zero took 5 years to develop and it promises to be really awesome(hopefully it lives up to the hype.) I have always perfered fewer games of better quality than many with decent/crappy quality and a few great ones.


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AIL, I reall like your ideas about eliminating certain moves when other moves are selected to prevent infinites. The only reason why I was suggesting maximum damage is, while it may look kinda weird and it may break up the flow of a fight, MK games need that last resort to guard against infinites. If MK:DA and MK:D were tested enough, max damage wouldn't be necessary. But by now we know that this isn't the case, and that players keep finding new and unique ways to break the fighting system. Protecting against infinites, like you said, is a good idea, but I also think that there should be a definite line that, regardless of how many players find different ways to get around those protections, they should still run into a wall eventually. Thus preventing players from doing a one combo kill.
I also agree with you on Midway's need to take their time with MK7. Since I believe that it should be more cinematic and geared towards realistic fighting styles, movie style martial arts action (so characters don't always look like they're just doing kata-like moves as in other fighting games) along with a good story and good special moves that make each character truly unique, this game should take a while to create. I also believe in quality over quantity. One thing I left out of my post (because it was getting unbelievably long), was the fact that MK7 should not be about quantity. Sure, I'd like about five special moves per character, but I'd prefer fewer fighting styles per character (2 instead of 3), but make the styles more realistic and unique from other styles. I would also like to see about 16 characters and 4 hidden. I don't need more than 20 characters, because the talent pool seems to get diluted rather quickly and moves, styles, specials, animations, weapons etc seem to get recycled. No thanks.
The only thing I'm not sold on is having a mode where you travel around and complete tasks (whether its fighting, fetching items etc) ala konquest to get clothing etc. My reasoning is that konquest, to me, simply wasn't a fun mode in Deception. Sure, it had fighting in it, but aside from the graphical issues etc, it was basically just a long, boring fetch quest. I'd rather have multiple modes that revolve entirely around fighting like a survival mode, story mode, etc where you gain kurrency that effects your score for the mode (and shows up offline on a leaderboard, or online on a leaderboard with multiple categories including time taken to beat story mode, number of fatalities used, least amount of health lost etc if you wish to post your scores online) as well as gives you cash to spend in places.
This is what I mean. Say for the Create a Character mode, you begin by putting your characters looks together, and you use stock items to dress them from the beginning. But everything you've unlocked is featured in shops in a dark, almost abandoned town on Shang Tsung's Lost Island (for example). There's a clothing shop (obviously it would look more like a rickety hut with a guy standing at an open window than a Gap store or something like that lol) a barber, a tatoo place etc. But each place allows you to add things to your character that you've opened up through the modes. Sure, you could walk your character around this town, perhaps even finding secret items and talking to NPCs who could give you new hints on how to unlock items every time you've found an item they were talking about. The town wouldn't have to be huge, but just big enough so that secrets can be found, new stores can be opened when you do something in another mode etc. I'd rather have this than a huge, full blown konquest style mode. Limit the fetch quests to zero is my main point here.
But hey, what did you think of the controller scheme and ideas for it? If MK7 doesn't come to Xbox360 I'll cry a thousand rivers of tears...sigh. It better!
I'd also like to thank the mods for moving me up in the rankings. I'm not entirely sure why I was moved up, but I know that you guys like to keep it that way and I can understand and respect your reasoning behind that. None the less, I'd like to thank you guys. This is by far and away the best MK site on the net and you guys should be proud of that fact. Thanks again!
I also agree with you on Midway's need to take their time with MK7. Since I believe that it should be more cinematic and geared towards realistic fighting styles, movie style martial arts action (so characters don't always look like they're just doing kata-like moves as in other fighting games) along with a good story and good special moves that make each character truly unique, this game should take a while to create. I also believe in quality over quantity. One thing I left out of my post (because it was getting unbelievably long), was the fact that MK7 should not be about quantity. Sure, I'd like about five special moves per character, but I'd prefer fewer fighting styles per character (2 instead of 3), but make the styles more realistic and unique from other styles. I would also like to see about 16 characters and 4 hidden. I don't need more than 20 characters, because the talent pool seems to get diluted rather quickly and moves, styles, specials, animations, weapons etc seem to get recycled. No thanks.
The only thing I'm not sold on is having a mode where you travel around and complete tasks (whether its fighting, fetching items etc) ala konquest to get clothing etc. My reasoning is that konquest, to me, simply wasn't a fun mode in Deception. Sure, it had fighting in it, but aside from the graphical issues etc, it was basically just a long, boring fetch quest. I'd rather have multiple modes that revolve entirely around fighting like a survival mode, story mode, etc where you gain kurrency that effects your score for the mode (and shows up offline on a leaderboard, or online on a leaderboard with multiple categories including time taken to beat story mode, number of fatalities used, least amount of health lost etc if you wish to post your scores online) as well as gives you cash to spend in places.
This is what I mean. Say for the Create a Character mode, you begin by putting your characters looks together, and you use stock items to dress them from the beginning. But everything you've unlocked is featured in shops in a dark, almost abandoned town on Shang Tsung's Lost Island (for example). There's a clothing shop (obviously it would look more like a rickety hut with a guy standing at an open window than a Gap store or something like that lol) a barber, a tatoo place etc. But each place allows you to add things to your character that you've opened up through the modes. Sure, you could walk your character around this town, perhaps even finding secret items and talking to NPCs who could give you new hints on how to unlock items every time you've found an item they were talking about. The town wouldn't have to be huge, but just big enough so that secrets can be found, new stores can be opened when you do something in another mode etc. I'd rather have this than a huge, full blown konquest style mode. Limit the fetch quests to zero is my main point here.
But hey, what did you think of the controller scheme and ideas for it? If MK7 doesn't come to Xbox360 I'll cry a thousand rivers of tears...sigh. It better!
I'd also like to thank the mods for moving me up in the rankings. I'm not entirely sure why I was moved up, but I know that you guys like to keep it that way and I can understand and respect your reasoning behind that. None the less, I'd like to thank you guys. This is by far and away the best MK site on the net and you guys should be proud of that fact. Thanks again!
0
About the max damage idea again. If some does find an infinite(say Bo Rai Cho) then they could release a patch to try to prevent that infinite. Hopefully though if they properly play test it then they won't need patches or max damage but since it will go online the option will be there and I doubt it would be too much patches(if any).
About Konquest mode I do agree about it not having fetch quests. I didn't mean to type that there should be fetch quests but instead have a world where people with their created characters and play in. Like trade clothing and moves. Maybe there should be 2 modes where in one mode whatever clothing you have will give stat boosts and such while in the other mode it will just be additional clothing. Of course you could also go up to people and fight them for koins and maybe even team up with people to beat special challenges that Midway would make. Kind of like a MMO in a way.
There would also be modes where you can only play with only regular characters or regular characters/created characters.
About the characters though I think there should be more than 20 though. MK has a lot of unique characters and 20 would just really limit the amount of characters. They can make each one unique I am sure. I assume for MKD they were just lazy with making new styles and just slapped on old styles on new and returing characters. 30 should be good with 20 unlocked and 10 hidden and maybe 2-3 super unlockables.
About Konquest mode I do agree about it not having fetch quests. I didn't mean to type that there should be fetch quests but instead have a world where people with their created characters and play in. Like trade clothing and moves. Maybe there should be 2 modes where in one mode whatever clothing you have will give stat boosts and such while in the other mode it will just be additional clothing. Of course you could also go up to people and fight them for koins and maybe even team up with people to beat special challenges that Midway would make. Kind of like a MMO in a way.
There would also be modes where you can only play with only regular characters or regular characters/created characters.
About the characters though I think there should be more than 20 though. MK has a lot of unique characters and 20 would just really limit the amount of characters. They can make each one unique I am sure. I assume for MKD they were just lazy with making new styles and just slapped on old styles on new and returing characters. 30 should be good with 20 unlocked and 10 hidden and maybe 2-3 super unlockables.


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AIL, I think that your ideas on konquest are awesome. Making a place where people could meet up online, trade clothing and items, fight for clothing, items or kurrency etc would be a fantastic edition to the MK universe, and it's something that no other fighting franchise has even come close to approaching. Again man, good idea!
As for the number of characters, I wonder what the rationale was behind the cutting and pasting of styles, special moves, animations etc. Was it laziness? Or was it the short development cycle for MK:D? I know it was a few years, but still. Making new characters, new environments, new modes, implementing new ideas etc had to have been taxing on the MK team given the development cycle. Add all of that to acclimating to a new generation of systems, new controls, new game modes etc and that only scratches the surface of what the MK team will have to serve up for MK7 if all of the ideas you and I proposed were incorporated. I'm hoping for a solid development cycle that doesn't require the MK team to do a rush job on any aspect, but it would seem to me that reducing the number of characters would help speed up the cycle. 10 less characters to create, 20 (at least) costumes that don't have to be drawn, created etc, 20 less fighting styles that have to be developed, who knows how many less fatalities, special moves etc. That's why I was suggesting 20 for MK7. 22 at the most if you'd like more hidden characters. Let the number increase to 30 or so for MK8 when most of the ground work has already been laid.
That's my thought on it anyways.
As for the number of characters, I wonder what the rationale was behind the cutting and pasting of styles, special moves, animations etc. Was it laziness? Or was it the short development cycle for MK:D? I know it was a few years, but still. Making new characters, new environments, new modes, implementing new ideas etc had to have been taxing on the MK team given the development cycle. Add all of that to acclimating to a new generation of systems, new controls, new game modes etc and that only scratches the surface of what the MK team will have to serve up for MK7 if all of the ideas you and I proposed were incorporated. I'm hoping for a solid development cycle that doesn't require the MK team to do a rush job on any aspect, but it would seem to me that reducing the number of characters would help speed up the cycle. 10 less characters to create, 20 (at least) costumes that don't have to be drawn, created etc, 20 less fighting styles that have to be developed, who knows how many less fatalities, special moves etc. That's why I was suggesting 20 for MK7. 22 at the most if you'd like more hidden characters. Let the number increase to 30 or so for MK8 when most of the ground work has already been laid.
That's my thought on it anyways.


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I think they should be able to run again and have and energy limit like MK3. And konquest would be cool if you started out as a warior of your choice say if Ermac is in the game you could be Ermac and go through a konquest to find out his path. I think that be a cool idea
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A running option would definately pick up the pace of the game. I think also that it should also depend on the characters weight also. Like Bo Rai Cho could run but only a short distance and not that fast while Scorpion could run normal speed and have a normal amount of time. Of course it could also affect people who are light and would could run faster like maybe Kitana.
About the number of characters thing maybe if they did implement the idea of created characters that 20 might be a good number. If they did reduce it from the number in MKD(24 or 26 depending on what system you had) then it might not go well with some people. When MK4 first came out it only had 15 compared to the amount MK3-MKT had which some people didn't like(of course there was the fighting system there but that is another story.) If they however do do it well enough then 20 might be a good number if they have enough modes and things to do.
I am quite enjoying thinking up all these ideas and hope that some or maybe all if we are lucky enough go into MK7. Brainstorming can be quite fun.
About the number of characters thing maybe if they did implement the idea of created characters that 20 might be a good number. If they did reduce it from the number in MKD(24 or 26 depending on what system you had) then it might not go well with some people. When MK4 first came out it only had 15 compared to the amount MK3-MKT had which some people didn't like(of course there was the fighting system there but that is another story.) If they however do do it well enough then 20 might be a good number if they have enough modes and things to do.
I am quite enjoying thinking up all these ideas and hope that some or maybe all if we are lucky enough go into MK7. Brainstorming can be quite fun.
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they need to bring back some good 'ol 4-armed bosses like goro or kintaro.
Also they're should be friendships in the new game,friendships own!
Also they're should be friendships in the new game,friendships own!


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AIL, that's one reason why I was thinking that the number of characters should be around 20-22. Maybe starting with 15 on screen, 5 hidden, and 2 super unlockables. But lets say with a big memory card or a hard drive, that number can increase to 30, 40, or even 50 depending on how many characters you choose to create. Heck, I wouldn't mind seeing downloadable characters online. I agree though, brainstorming ideas for the new MK game is fun, I just hope that someone from Midway is reading!
As for running, it always felt artificial to me. When you're fighting someone in real life, and you throw them to the ground, do you break out into a marathon style jog, arms pumping, head lowered a bit? It just looked awkward. Now, if they had a forward dash or lunge, I'd be cool with that. Maybe more throw heavy characters could have a lunging grab. Say Kai is in the game and he uses capoiera as his fighting style, maybe you can press toward toward quickly and he lunges toward his opponent and locks arms with them for a brief moment. This would allow for a heymaker spinning punch, a headbutt, a couple knees, or a few capoiera style throws depending on the button presses. Or perhaps all characters could have these lunges, but only for grappler types would they be grabs, for everyone else they'd just be lunging moves. A fore arm, a flipping kick etc.
As for the four armed characters, I think there should be a variety in MK7. I'd like to see a vampire again, and maybe the MK team could give us the King of the Shokan. Gorbak. That'd be pretty sweet!
As for running, it always felt artificial to me. When you're fighting someone in real life, and you throw them to the ground, do you break out into a marathon style jog, arms pumping, head lowered a bit? It just looked awkward. Now, if they had a forward dash or lunge, I'd be cool with that. Maybe more throw heavy characters could have a lunging grab. Say Kai is in the game and he uses capoiera as his fighting style, maybe you can press toward toward quickly and he lunges toward his opponent and locks arms with them for a brief moment. This would allow for a heymaker spinning punch, a headbutt, a couple knees, or a few capoiera style throws depending on the button presses. Or perhaps all characters could have these lunges, but only for grappler types would they be grabs, for everyone else they'd just be lunging moves. A fore arm, a flipping kick etc.
As for the four armed characters, I think there should be a variety in MK7. I'd like to see a vampire again, and maybe the MK team could give us the King of the Shokan. Gorbak. That'd be pretty sweet!
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I think the running could work both graphically and gameplay wise. It doesn't have to look like the character is running in a marathon. Whether it is in or not I guess wouldn't be too big of a deal. They should either have that or a small dash forward like that.
The idea of adding classic and new MK characters for download would be nice. I just kind of have to think of the people who don't have online play though. Maybe they could do like they did with Halo 2 map pack and make a disc with all of the content on it.
There should also be a lot to do for people who don't have online also. Maybe there could be a seperate single player and online konquest mode. They would both be very different.
The single player one would be like in KOTOR where you make a character and then you make choices to be good or evil and have multiple endings depending on if you are good or evil and what organization/group/or maybe even be alone. While online will be more like the MMO thing. There should be items that are exclusive to each Konquest. It may seem like I am just ripping off ideas from those but they have never been done in a fighting game before.
There is just so much that can be done and if done right on next gen maybe Mortal Kombat will rise and be as popular as it once was.
The idea of adding classic and new MK characters for download would be nice. I just kind of have to think of the people who don't have online play though. Maybe they could do like they did with Halo 2 map pack and make a disc with all of the content on it.
There should also be a lot to do for people who don't have online also. Maybe there could be a seperate single player and online konquest mode. They would both be very different.
The single player one would be like in KOTOR where you make a character and then you make choices to be good or evil and have multiple endings depending on if you are good or evil and what organization/group/or maybe even be alone. While online will be more like the MMO thing. There should be items that are exclusive to each Konquest. It may seem like I am just ripping off ideas from those but they have never been done in a fighting game before.
There is just so much that can be done and if done right on next gen maybe Mortal Kombat will rise and be as popular as it once was.
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