The definitive Mortal Kombat: Konquest mode
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posted04/27/2005 04:13 PM (UTC)by
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Shang_heihachi
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02/26/2004 09:14 PM (UTC)
Alot of us were extremely disappointed in the Mortal Kombat: Konquest mode that was included with Deception. I can't say that I blame you. While I personally enjoyed it, the mode did get VERY tedious...nothing more than fetch quests and annoying challenges that were so outrageously difficult that you would never really want to complete them if some of them weren't necessary. Not to mention that the entire mode itself was very unrewarding at the end, and it was a pain in the ass to find the characters and arenas.

That said, I've taken a moment to sit and come up with a Konquest mode that I think most fans will enjoy, not to mention a mode that would be far more rewarding.

Setup

The overall set-up would be alot like the original 'Weapon Master' mode for Soul Blade(Edge), released on PSX. You will not be given a central character to play. Instead, you will choose any character from the roster, and upon choosing the character you will then open up a 'chapter' of the MK story. You will play through the Konquest mode with that character in a series of 14 missions. Each mission will reveal a part of the character's story, leading from the events of the following game, or the events since we last saw them in the series. For each mission, you will earn Kombat Kurrency based on your performance in the battle. For example, a close battle between you and the computer, with few combos and variation in moves, will result in a lower Koin award. Conversely, beating the computer opponent with a Flawless Victory, a variation of different moves, combos and special attacks, will yield a higher Koin award. As missions progress, the minimum amount of Koins you earn will increase.

Variables

Like Weapon Master in Soul Blade/Soul Calibur, each mission will have a set of variables within it. In other words, there may be certain requirements that MUST be fulfilled in order to beat the mission. Such variables may include:

- Defeat the opponent using Air Juggles ONLY
- Defeat the opponent as your health slowly depletes
- Defeat the opponent using a weapon only
- Defeat the opponent within 30 seconds
- Defeat opponent using combos of at least 2 or more hits
- Defeat the enemy with only 75%/50% health
- Defeat enemy without losing more than 25% health


More advanced Variables may include:

- Enemy is invincible; defeat him/her by using a Death Trap
- Enemy will only take damage from combos of 4 or more hits; defeat him/her using advanced combos
- Enemy does double damage
- Enemy takes no damage; survive the onslaught for 30 seconds
- Defeat enemy only using style-branching combos
- Defeat enemy while he/she regenerates life constantly


These variables must be completed to beat the mission. The purpose of variables is to build up your skill as you progress and teach you advanced methods of winning and survival.

Reward System

Each mission will yield several rewards upon completion. I'm not talking that 'Sub-Zero's thermal mug' or 'Picture of Ed Boon' garbage that we've been getting for the past two games. I'm talking real, serious and worthwhile rewards that will make you want to play through the rest of Konquest with every character. Here is how I imagine the reward system would work:

**Basic Rewards**
- Koins - each fight will yield a Koin reward. There will be a basic, minimum amount you receive for the fight, and further bonuses will be yielded based on style.

- In-game cinematic - each mission will open and close with a brief in-game cinematic, complete with dialog. We're not talking the stiff, horrible animations of the MK4 endings, but realistic and fluid motion. These cinematics can be viewed again upon replaying the mission, or going into the game's extra theatre mode.

- Story Progression - after every mission, you will receive the traditional picture which will have story text to accompany it. The story text will illustrate and clarify the character's current status in the Konquest mode and further justify their involvement in MK7. Like the in-game cinematics, these pictures can all be viewed in the extra theatre mode.

**Special Rewards**

Each mission will give the player one unique reward relevant to the character. These rewards include, but are not limited to:

- Extra costumes (up to 4 total)
- Extra pallete options
- Customization options (think of Tekken 5's customize mode)
- Weapon Variants
- New Arena
- Arena variants
- New Character
- Fatalities and Hara-Kiris added to move list
- etc.


Rewards will always be awarded for victory, regardless of performance in the mission. Losing a mission will not yield ANY type of reward, and it must be replayed before you can progress.

**Battle System**

Battles will NOT be against random characters. Each conflict in the Konquest mode will be relevant to the character's progression. While the battle may be a random encounter by chance, in terms of being relevant to the story, the battle w/ill be necessary. Some of the fights will be against generic extra characters. For example, Soul Calibur II had 'Berserker' and 'Assassin' as generic characters in the Edge Master mode. Konquest may see random 'Lin Kuei warrior' or 'Tekunin warrior' characters, complete with their own movesets, and perhaps one or more fatalities. Battles may or may not result in a Fatality. Battles that do end in Fatalities will result in your character automatically performing his/her fatality on the opponent. These battles will explain why a character may not be in MK7. Other times, the encounters will use existing character models, just with different names.

**Konquest Completion**

Beating all 14 missions will yield a final bonus item to the character, aside from the rewards received for completing Mission 14. However, the Konquest mode will not end for that character after Mission 14. Konquest will be put 'on hold' for that character until you complete the regular tournament mode. Missions 12, 13, and 14 will reveal the character biographies for MK7. All rewards and unlocked secrets gained through Konquest mode up until this point will be available.

**Final "Destiny" Battle**

Sorry to borrow from Soul Calibur again by calling it a 'Destiny Battle'. The Final Battle of Konquest mode will NOT be available until you beat the regular Arcade/Tournament mode with that character. This battle will be one of conflict...you will face either your primary enemy in this mode, or any other character that has a decisive impact on your story. You do not have to have faced this character during the regular fight mode. It will take place during the "Rival Battle" of the regular fighting mode, which will occur before the boss fights, or it will simply be a battle with an important character to your story. This battle gives you the opportunity for alternate ending possibilities. It will also result in your character's final reward, which will be something big, such as a secret character, character variant, etc.

**Final Reward**

Upon beating Konquest with ALL characters, remaining secret characters will be revealed (you can then play through their Konquest modes). Furthermore, all the variants you have been experiencing during the Konquest mode will be made available for 1p/2p Versus mode games, to make them more interesting.

I feel that a Konquest mode that explores the story of each character and gives you worhtwhile rewards will be much more palettable to the fans. No fetch quests, no ridiculous dialog...just pure fighting action, with fun variants and great story progression...I think it would be a hit.

Thoughts? Comments? Hit this thread with some of your own ideas, I'm sure we'd all love to see them.

Let's get this stickied.

-S.H.
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~Crow~
04/25/2005 01:44 AM (UTC)
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I have some ideas about this... ever since playing Soul Calibur 2 I have longed to see some... any... of its features in a MK game. Playing SC2 was actually entertaining, and MK:D was not very entertaining for long. Outside of fighting engines, which SC does better as well, I still found SC2 to be more enjoyable than MK:D.

I'm particularly interested with the weapon variants, and I see you have mentioned the feature. I think having some sort of "store" in MK7's Konquest mode would improve replayability greatly.

I'd like to see all the weapon variants, costumes, etc., but to give Konquest mode some level of uniqueness, there are a few things that could be added to the Konquest "shops" to give things a more 'MK feel'.

1) Make the shops different from each other. Obviously we should still be traveling across the realms, so make shops distinct to those realms. For example, let's say we are in Chaosrealm and come upon one of the shops there. There should be odd looking weapons to reflect the ways of this realm...

2) The shops should contain less inventory than SC shops, but should be more plentiful. What I mean here is to spread things around a bit. Have some shops sell 10-30 items and be quite large... while other items could be bought from a passing peasant who only has one item to sell you for a larger price.

3) Unlockable places to go after you do certain special things. To increase replayability, we need new things to do after the regular places have been conquered. Secret boss fights with unlockable characters, special challenges with a high difficulty to unlock special weapons or arenas, etc.

4 Each Konquest mode should be character specific... the shops themselves could remain the same, but the storyline would need to be very different for each character. This shouldn't be too hard... it isn't like a whole new game when it comes to gameplay, just story text and the changing of opponents. It wouldn't be difficult to make at all.

-----

Here are some ideas for 'MK themed challenges'. I hope they include the things mentioned above as well, but here are some new ideas so things won't simply be a total rip off. (I'm not including Puzzle because I am hoping they don't include it again. Chess isn't a totally different program like Puzzle is, and wouldn't take away from the amount of content they could add).

Test Your Sight matches
Test Your Might matches
MK Chess matches (Maybe it could just be actual chess with MK themes)
Only projectiles do damage
Defeat opponent with fatality before Hara-Kiri

Well, those are my initial ideas. Perhaps I'll add more later.

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Dark_No0B
04/25/2005 02:30 AM (UTC)
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Those are awesome ideas Shang/~Crow~.

You pretty much said everything for me Shang, my Konquest ideas are similar to yours. In the thread called "What extras do you want to see in MK7?" I posted my ideas, except I called my mode "Adventure" instead of Konquest. Adventure mode, as I call it, plays out as each characters storyline. Each characters adventure is different and unique, and characters have there own missions and errands to run, as they do in there storylines. The adventure mode starts off from the beginning of each characters storyline up until now, which is MK7. As I stated in the other thread, characters will encounter there various rivals/enemies, and associate with there allies for help. If your Scorpion, you'd be having random encounters with Moloch and Drahmin, and in order to go further into your story, you'd have to defeat them. Earlier, you'd be going after Sub-Zero, and after defeating him arcade-style, you find out that Quan Chi is the man responsible for your families death. From there, you'd be after Quan Chi up until MK:DA, and in MKD is where your story starts to shift and such. If your Quan Chi, your always on the look out for Scorpion, and later on Shao Kahn. So basically, your playing out your story in an adventure mode.

Again, great ideas guys.
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Shang_heihachi
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04/25/2005 05:19 AM (UTC)
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Great input from DarkN00b and Crow. I would definitelty love to see both of your ideas implemented also. If Boona nd Co. still visit the forums...well, start listening fellas!
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ExiledChild07
04/26/2005 07:09 PM (UTC)
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They're both extremely great ideas, and it would be awesome if MK would do them. The idea of picking your own weapon for your character would be pretty cool too. The ONLY problem I have with any of the ideas is this:

"Only projectiles do damage"

For most characters, that'd be fine. But what about Sub-Zero? His freeze does no damage, just gives you a free hit. Thus, wouldn't it be impossible for him? Unless you make it so he has to freeze the opponent, then attack for him to do damage. And that's just an extremely minor complaint; both of your ideas are great, and you two should both work on MK7. I reward you both with ExiledChild's Seal of Approval. >_>'
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~Crow~
04/26/2005 08:07 PM (UTC)
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Well, perhaps characters who don't possess projectiles could simply not encounter such a task. It would be a special task only for character with projectiles... the same could be done with a number of things. It would make the Konquest adventure more character specific, even in gameplay.

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ExiledChild07
04/27/2005 04:13 PM (UTC)
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That makes sense..

An idea I have that no fighting game has done before is:

Say you're in a fight in which in the storyline you lose. You shouldn't be punished for losing, but instead rewarded greater for winning. For example, let's use Sub-Zero and Scorpion from MK1.

You play as Scorpion, or Hanzo at the time I guess, and you fight Sub-Zero. Amp up the difficulty to make it harder to beat Sub-Zero, but if you lose, it just follows the storyline, so nothing bad happens, but you're rewarded(I guess..)for following the story. However, if you beat him, it does alter Scorpion's storyline, but non-canon, and you're rewarded something extra and worthwhile for beating a very difficult task(like fighting that insanely hard Scorpion in Deception where his attacks did massive damage, he regenerated life, and yours depleted as the fight went on).

Opinions? I've always hated it in games where you had to beat the opponent in the game even though you lost in the storyline.
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