Character Enhancements/Power-Ups Compilation Thread
We have so many ideas always popping up regarding character enhancements and power-ups that we would like to suggest... I thought it would be cool to compile everything together in one single thread for our good friends over at Media Molecule and for Sony (and hey, even ourselves!). As we all know, they occasionally browse forums to see what people want to have in the game.
Feel free to contribute, whether it is a new idea written down on this thread or just a link to a previous thread (even if it's not yours). I'll edit this first post and add the ones you guys suggest. Some of these I had already mentioned before on a previous thread (wayyy back), but they have a more elaborated description this time around. If you suggest one, I cannot give you any credit, except to link the Power-Up of the post that suggested it. This is because not every idea is original... You might have thought up of the Paint Machinegun, but perhaps someone else had mentioned it last week.
- Psychic Helm - Sackpeople would be granted the ability to lift and move things "mentally" . Perhaps add the Helm an Editable Property called "Psychic Strength" that determines the maximum weight the bearer can lift, as well as "Range", which determines how far a player can move an object. The Psychic Lift could be activated by clicking the R3 button. Once activated, the player has control of a Cursor (much like the one in Create Mode for the Pop-It). He/she highlights an object, confirms with another click of the R3, and cancels/releases with the Circle button. Movement of the object in question would be handled with the Right Control Stick to allow character movement while having an object lifted. However, unlike the Cursor found in Create Mode, players will not be able to resize, copy or mirror objects, but they could shift the object between layers and could also rotate it with L2/R2.
- Plasma Jacket - With the new MGS Pack, those pesky Plasma Balls have been zapping us all into oblivion! Protective gear would be good, like the Plasma Jacket. Equip it and the player is treated with a small healthbar at the side of the screen, the color corresponding to the appropriate player. The healthbar would be composed of "Health Blocks", which determine how many Plasma Balls the Sackperson can be hit with before the Plasma Jacket disappears. The Editable Property here would be, as mentioned before, the Health Blocks. The higher the number, the more hits they can withstand.
- Magnet Boots - The ability to stick to Metal materials is available with these, and of course, that includes walls and even the ceiling! One simple Editable Property could be set for this one, called "Magnetism". If it is set too high, players standing on Metal will not be able to jump and will run much slower, but will ensure they do not detach from said surface. Useful if you're standing on the piston of uber doom. Crazy puzzles and awesome upside-down platforming could take place. (Suggested here)
- Gravity Boots - Want to jump higher? It's now possible with the Gravity Boots. Just like the Magnet Boots, these have a very similar Editable Property titled "Gravity Strength". Instead of the value being only positive, it can also be negative. When positive, these make you slower and you jump less higher, but will securely keep you close to the ground. However, set it to negative, and you'll be one Mario of a Sackperson! The lower the number, the higher you jump. Keep in mind gravity is centered towards the bottom of the screen, unlike the Magnetic Boots that can stick onto the sides and undersides of Metallic objects. (Suggested here)
- Rubber Boots - Put these babies on and you will not be affected by the hazardous Lightning Danger Tool...if you're standing on it (running into it does not apply!). Not that deep or complex, but allows for nice puzzles to be set.
- Spiked Boots - Similar to the Rubber Boots, Spiked Boots will ensure Sackpeople do not slide on glass and they also aid when climbing steeper slopes otherwise slippery without them. An Editable Property could be "Sharpness", which determines the strength the boots have on a slippery surface. However, just, be careful with fellow Sackpeople below you. (Suggested here)
- Yo-Yo - Functions like a grappling hook. Use R stick to aim and R1 to throw, as with paintinator. If it hits a grabbable object it sticks for as long as sackboy holds R1. While the yo-yo is grabbing a material, sackboy can manipulate it with the R stick. You could have sackboy swing across a gap, or grab a far off object and pull it towards him or toggle a switch. I'd also allow it to grab point bubbles. In create mode, you can set the maximum length of the yo-yo. (Suggested here)
Note: By "Editable Properties" I do mean for them to be Editable in Create Mode.