Ideas for a Star Fox Wii

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Cyber-

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#51 Cyber-
Member since 2007 • 4026 Posts
[QUOTE="Cyber-"][QUOTE="Skie7"]Unless the guns are Starfox ships move rather than being mounted in place, what you're shooting at would be based on the direction you're flying. Missiles (or similar) would obviously have some fuzzy factor from a targetting computer for them, but lasers/bullets would simply travel a straight trajectory.

I think movable turrets, in real-life at least, would cause problems in a fighter because of the lag in movement. So, I'd rather it juts be based on what's displayed as targetted.

Also, as far as uses for the nunchuk. Z and C could be tied to counter measures. The analog has a lot of possiblities. It could be rudder and throttle. It could be used to look around your ship (could be a Z+stick to do this).

I dunno, I think if you tie movement to a D-pad or analog and aiming to the pointer, it basically turns the game into a shooter rather than a flight-sim (for lack of a better genre classification).

My only concern with the Wiimote as a joystick is how loose the controls would be.

Skie7

You cant use the nunchuk if you also wanna use the horizontal control. Also the accelometer veering the whole ship to move as aiming would be pretty slow and steady.

Its also important to mention that while the game is on rails its pretty much a shooter no matter what you do. The dogfights are where the flight elements shine but those little arenas they set up are kinda cheesy now which brings me back to what I have already stated.

I still see the best control scheme (as with most games) Wiimote/Nunchuk. Motion down to do the somersault but remain int he same direction, motion up to somersault into the opposite direction, motion left or right to take a sharp turn in tose directions. The IR aims where your ship shoots. Simple. I dont know what they could do with the nunchuk but as long as its accurate the spin left/right would be cool.

I'm still not sure why you couldn't use the nunchuk? With the Wiimote you could tilt forward, back, left, right to steer the ship. A, B, and even the D-Pad should all be relatively accessible holding the Wiimote like a flight stick, leaving the nunchuk analog available for other things.

I'm not sure why it'd have to be slow and steady either? With the SMG ball levels as an example (thanks goblaa), you have a fair amount of play allowing you to adjust the speed the ball travels. This would work similar to an actual flight stick by the more you tilt being more of a turn. Abrupt actions might be able to track things like barrel rolls.

There's no reason the game needs to remain on rails though. The game could consist of missions centered around dog fights in large environments. With planets you could restrict them from going off planet during the mission. With space, there could be mission boundaries where you're advised to return if you leave them. It's not like it'd take much processing power to generate open space.

OHHHH when people said horizontal control i was thinking of Sonic and the Secret Rings style. I guess what your describing would work but it would have to be spot on. They cant do what they did with mK Wii where the motion controls are too slow and loose.

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rexCo

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#52 rexCo
Member since 2005 • 943 Posts
The game would have to keep SOME on rails missions or sub-missions, but I do agree that the more Rogue Squadron-esque style of big levels centered on dog fights might work better, assuming they do it right.

Story/presentation though, like usual, need to be the high points of the game. That's one thing I thought the SFAs did well.
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Game_Druggy

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#53 Game_Druggy
Member since 2007 • 490 Posts
I dont really care how they make it, i just want peppy to say "Barrel Roll" , "Use bombs wisely" and " Looks like im going to have to sit this one out"
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-CheeseEater-

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#54 -CheeseEater-
Member since 2007 • 5258 Posts
Well, if Fox isn't going to be in his Arwing. Then I say make Starfox CoD4 with the the Starfox universe of characters thrown in!
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goblaa

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#55 goblaa
Member since 2006 • 19304 Posts
[QUOTE="Skie7"][QUOTE="Cyber-"][QUOTE="Skie7"]Unless the guns are Starfox ships move rather than being mounted in place, what you're shooting at would be based on the direction you're flying. Missiles (or similar) would obviously have some fuzzy factor from a targetting computer for them, but lasers/bullets would simply travel a straight trajectory.

I think movable turrets, in real-life at least, would cause problems in a fighter because of the lag in movement. So, I'd rather it juts be based on what's displayed as targetted.

Also, as far as uses for the nunchuk. Z and C could be tied to counter measures. The analog has a lot of possiblities. It could be rudder and throttle. It could be used to look around your ship (could be a Z+stick to do this).

I dunno, I think if you tie movement to a D-pad or analog and aiming to the pointer, it basically turns the game into a shooter rather than a flight-sim (for lack of a better genre classification).

My only concern with the Wiimote as a joystick is how loose the controls would be.

Cyber-

You cant use the nunchuk if you also wanna use the horizontal control. Also the accelometer veering the whole ship to move as aiming would be pretty slow and steady.

Its also important to mention that while the game is on rails its pretty much a shooter no matter what you do. The dogfights are where the flight elements shine but those little arenas they set up are kinda cheesy now which brings me back to what I have already stated.

I still see the best control scheme (as with most games) Wiimote/Nunchuk. Motion down to do the somersault but remain int he same direction, motion up to somersault into the opposite direction, motion left or right to take a sharp turn in tose directions. The IR aims where your ship shoots. Simple. I dont know what they could do with the nunchuk but as long as its accurate the spin left/right would be cool.

I'm still not sure why you couldn't use the nunchuk? With the Wiimote you could tilt forward, back, left, right to steer the ship. A, B, and even the D-Pad should all be relatively accessible holding the Wiimote like a flight stick, leaving the nunchuk analog available for other things.

I'm not sure why it'd have to be slow and steady either? With the SMG ball levels as an example (thanks goblaa), you have a fair amount of play allowing you to adjust the speed the ball travels. This would work similar to an actual flight stick by the more you tilt being more of a turn. Abrupt actions might be able to track things like barrel rolls.

There's no reason the game needs to remain on rails though. The game could consist of missions centered around dog fights in large environments. With planets you could restrict them from going off planet during the mission. With space, there could be mission boundaries where you're advised to return if you leave them. It's not like it'd take much processing power to generate open space.

OHHHH when people said horizontal control i was thinking of Sonic and the Secret Rings style. I guess what your describing would work but it would have to be spot on. They cant do what they did with mK Wii where the motion controls are too slow and loose.

YES!, not horizontal, VERTICAL!

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Cyber-

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#56 Cyber-
Member since 2007 • 4026 Posts
[QUOTE="Cyber-"][QUOTE="Skie7"][QUOTE="Cyber-"][QUOTE="Skie7"]Unless the guns are Starfox ships move rather than being mounted in place, what you're shooting at would be based on the direction you're flying. Missiles (or similar) would obviously have some fuzzy factor from a targetting computer for them, but lasers/bullets would simply travel a straight trajectory.

I think movable turrets, in real-life at least, would cause problems in a fighter because of the lag in movement. So, I'd rather it juts be based on what's displayed as targetted.

Also, as far as uses for the nunchuk. Z and C could be tied to counter measures. The analog has a lot of possiblities. It could be rudder and throttle. It could be used to look around your ship (could be a Z+stick to do this).

I dunno, I think if you tie movement to a D-pad or analog and aiming to the pointer, it basically turns the game into a shooter rather than a flight-sim (for lack of a better genre classification).

My only concern with the Wiimote as a joystick is how loose the controls would be.

goblaa

You cant use the nunchuk if you also wanna use the horizontal control. Also the accelometer veering the whole ship to move as aiming would be pretty slow and steady.

Its also important to mention that while the game is on rails its pretty much a shooter no matter what you do. The dogfights are where the flight elements shine but those little arenas they set up are kinda cheesy now which brings me back to what I have already stated.

I still see the best control scheme (as with most games) Wiimote/Nunchuk. Motion down to do the somersault but remain int he same direction, motion up to somersault into the opposite direction, motion left or right to take a sharp turn in tose directions. The IR aims where your ship shoots. Simple. I dont know what they could do with the nunchuk but as long as its accurate the spin left/right would be cool.

I'm still not sure why you couldn't use the nunchuk? With the Wiimote you could tilt forward, back, left, right to steer the ship. A, B, and even the D-Pad should all be relatively accessible holding the Wiimote like a flight stick, leaving the nunchuk analog available for other things.

I'm not sure why it'd have to be slow and steady either? With the SMG ball levels as an example (thanks goblaa), you have a fair amount of play allowing you to adjust the speed the ball travels. This would work similar to an actual flight stick by the more you tilt being more of a turn. Abrupt actions might be able to track things like barrel rolls.

There's no reason the game needs to remain on rails though. The game could consist of missions centered around dog fights in large environments. With planets you could restrict them from going off planet during the mission. With space, there could be mission boundaries where you're advised to return if you leave them. It's not like it'd take much processing power to generate open space.

OHHHH when people said horizontal control i was thinking of Sonic and the Secret Rings style. I guess what your describing would work but it would have to be spot on. They cant do what they did with mK Wii where the motion controls are too slow and loose.

YES!, not horizontal, VERTICAL!

It may work. A sure bet and huge innovation would be the IR pointer, but the joystick position could be really cool if done right.

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MarioMellow

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#57 MarioMellow
Member since 2007 • 156 Posts

it could be like Warhawk -- Flight, Foot, Vehicle.Haziqonfire

^^^ That.

And of course a story...

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KungfuKitten

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#58 KungfuKitten
Member since 2006 • 27389 Posts
hmm...ive never really played starfox :(Innocent_J

Do You have a gc controller?
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fyor

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#59 fyor
Member since 2005 • 665 Posts
i want a SFA 2 :P
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Brawl_Guy

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#60 Brawl_Guy
Member since 2008 • 25 Posts

Like ...squad-based combat?

imnotwhite
Yes w/ optional storyline and people can join in online via wifi and from a 2nd player's wii remote (but not like in StarFox 64, where they do nothing)
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mrjam0

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#61 mrjam0
Member since 2007 • 1364 Posts

Obviously, not everyone wants the franchise to stray too far from the Arwing. But some others want more than what Assault had to offer. What is really needed is a mix of Star Fox Adventure and Assault. Dog fights in space and beating the heck out of people on foot, hand-to-hand. What are your ideas for a new Star Fox game?Nintendoguy325

just the meer fact thtat u mentioned star fox adventures make me want to give u a hug :lol:. that game has gotten a lot of hate among these fanboys, im glad that there's one other person who appreciated it.

also, ur idea for the next SF game is similar to mine. i want a third person shooter, mixed with the staff combat, and just to make everyone, especially the SF purists ill call them, missions the are strickly airborn

... AND A ROBUST MULTPLAYER!!

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jtown465

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#62 jtown465
Member since 2008 • 25 Posts
Here's an idea how about Nintendo actually develops it? And on rails would be good for going in between levels. Enough so its not missed, but not so that it starts to get boring. And maybe even different vehicles? Like a landmaster artillary, or a bomber arwing? ANd maybe even classes like egineeers (ex. Slippy) can turn weapons into turrets, and captains (ex. fox) carry more ammo, and pilots (ex falco) have increased firepower and maneuverability in arwings. As well, it be also cool to have customizable characters. Be everything from Dogs, to wolves, monkeys, pigs, pigeons (lol), badgers, even a mole. And how about having wingmen that actually help you!!! Like Fox saying "Falco get this guy off me!" instead of always the other way around?
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Sepewrath

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#63 Sepewrath
Member since 2005 • 30712 Posts
I think the wiimote has the potential to work too well for flight games to stick this game on rails, I think space combat on the level of rouge squadron II would work great for Star Fox. There could be spread out on foot missions as well.