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Re: The Official Ideas for Future Weapons Thread
DEKU DARTS!
Yeh u know what im talken about. Darts that kills the oponent on impact, but wait... it stuns enimies around the place it hit. This ads more strategy, for instence. gomma larva's, 3 of em. Hit the middle larva(kills it then stuns the other 2) then the killed larva explodes and kills the remainig 2. B ) im cool. |

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Re: The Official Ideas for Future Weapons Thread
Instead of collecting masks like in MM it would be cool to collect a bunch of swords with different abilities!
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Re: The Official Ideas for Future Weapons Thread
Glider-Would be something like the Deku leaf from Wind Waker except you would ride on top of it and be able to use your other items while on it. It canbe used in certain dungeons just to get from place to place, and also be used as a method of transportation for ttraveling across Hyrule (or just another way to fall in style). You could also perform aerial attacks, and come on, who wouldn’t want to pick off a moblin with a bomb or arrows (or both) from above.
Magnet Glove-Yeah I know this is from OOS, but it was only used as an item there. This is an upgraded version that can be used as a weapon. It can “attract” enemies/items with metal on them, meaning you can pull in an armored enemy to your fist (and then finish them off in a way you desire). It can also “repel” enemies/items, so basically this weapon is like the Force from Star Wars. Spear/Javelin-A two handed weapon that can be an alternative to the sword and shield, having both attack and blocking abilities. It can also be thrown at the enemy at short range. Like the sword, it should have its own set of skills/combos. It could also be handy for fishing (like a harpoon). Throwing Axe-Basically it’s a melee weapon which you can choose to throw at an enemy at close distance. Spinner Chariot-I guess this would just be an upgrade to the Spinner (a very underused item in TP). Basically the name says it all, you basically have link stand on the spinner with Epona or some other animal carrying it. To make it cooler, add some swords to the ends of the spinner to make it something like a scythed chariot. Fun is insured when you go across Hyrule field slicing moblins unlucky enough to be in its way. It would also give the spinner some use. |

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Re: The Official Ideas for Future Weapons Thread
This is a long one and not finished but here are some ideas I had (some old items in there for reference reasons or because they are redone) I did it in word so I couldn't use the same formatting I used in it in this post
Don't quote this whole post, just the parts you are replying to -------- Boomerangs Normal Has the basic features like multiple targets. Upgradable to become the second fastest (next to the Four Star) and farthest reaching boomerang Gale Boomerang Slightly slower version of the normal boomerang but has the ability to cause whirlwinds which can pull smaller enemies and items into it Four Star A sharp, fast throwing star that can cause a good bit of damage. However it can only hit one target at a time Grapple/boomerang combination If you hit only one enemy with it you can pull them along to get them into good positions on the battlefield to get the upper hand. If you hit more than one enemy with it, you tie the first enemy to the second and so on, making it difficult for them to move and attack until they get themselves free. This requires one piece of rope for each connection. (2 enemies = 1 rope, 3 = 2, ct.) -------- Bow and Arrows Normal Basic arrow type Crossbow Slower to reload but much faster and powerful. Includes a scope and use regular arrows Fire arrows Your typical fire arrows, uses oil to ignite. Some oil can drip flames onto other things which can cause damage Poison Arrows Weaker than normal arrows but can cause small bits of damage over time and makes enemies slightly dizzy and clumsy, depending on their strength Rope/arrow combination Uses one arrow and piece of rope per shot. The first shot always fires a piece of rope connect from the arrow to a winding pulley on your belt. The second fires the other end of the rope. If shot at an enemy or anything that can move, the second shot will pull the first along with it if it is light/weak enough (the ropes length is the distance from you and the first target at the time you fire the second shot. This can be used to hang enemies up to the ceiling to deal with them later or until they get loose. If fired into a solid piece of the environment which the arrow can stick into, you can back up to a ledge and lower yourself down. A second shot can make a tightrope Bomb arrows Explosive arrows, explode on impact yet slower than regular arrows and half the strength of a normal bomb -------- Slingshot Deku Seeds Your basic ammo, not as strong as arrows but multiple seeds are fired at a time causing small spread fire Deku Nuts Capable of stunning enemies from afar. Higher chance of stunning bigger enemies than when thrown normally Bombs Fires small bombs which can get to places that thrown bombs cannot. Half the strength of a normal bomb Slime Jelly Collected from dead Slimes, once an enemy is hit with this it makes them stick to the ground and other enemies close enough to be splashed. However it can also stick to you. When fired at the ground it can create traps for dull-witted enemies. -------- Spells – Cast from your staff Fire Your typical fireball spell. The fireball is magical and travels slowly and has no physical weight Ice Is able to freeze enemies, parts of larger enemies, create shards of ice in the ground to act as obstacles and create platforms in the water Electric Stuns the enemy and can chain onto many other enemies. Also capable of harming them, especially water based enemies and those with metal armour. Levitate Capable of lifting any object you can lift. Uses magic as you use it so you have to be quick. Can be upgraded to be able to pick up smaller enemies as well and make larger ones struggle at a larger magic cost Dominion Can command magical statues. Is also able to command small enemies who fight for you for as long as you are casting the spell on them. Can be upgraded to issue specific commands to enemies and use much less magic on them. Somaria Creates a stone block. The longer you charge the spell, the large it is. You can only create one at a time. Casting the spell a second time causes the block to shatter and cause some damage within a small area Bryna Protects you from damage as long as it is active. Uses a lot of magic, one of the many protective spells Pacci A simple spell that once it hits the target, causes a knockback that most often ends with them flipping upside down. Good for attacking enemies that always defend themselves. Bombos Uses a lot of magic and is hard to find. It summons many explosive pillars of fire around you which kill all but the strongest enemies Ether Stuns all enemies around you, kills weaker ones. Hard to find and uses a lot of magic Quake Releases a massive shockwave which topples anything loose or falling apart. Harms enemies and kills weaker ones which are on the ground. Uses a lot of magic and is hard to find. -------- Boots – They affect your movement Normal Basic boots Iron Boots Both an equip-able and d-pad item. When equipped it slightly slows you down but prevents you from being knocked down. When activated they slow you down even more, magnetically stick to certain surfaces and when used with the Rocs Cape, can preform a small shockwave which can stun enemies and break certain floors Hover boots When inactivated they make you more agile yet make you slide a bit. When activated they make you slide more yet let you hover in mid air. Can be used to get a further run-up when jumping off a ledge Pegasus Boots When inactive they make you run faster than normal. When activated the let you run almost as fast as Epona at top speed. You can only use your shield and your sword pointed forwards when dashing. Requires a small run-up to accelerate. Until then you can use all items. Thieves Slippers Always active, they make you slightly faster (not as fast as inactive Pegasus boots) and let you flow around enemies and run partially up walls to reach higher ledges (and even walljump slightly) and run along narrow ledges easily without falling. They make you quieter and allow you to sneak by enemies easier -------- Gloves – They Usually give you special abilities Normal Basic gloves Titans mitt Lets you pick up heavier items Thieves gloves You can't use shields when using them but they allow you to steal items off enemies when you are close enough. Best used with the Thieves slippers Fighters Mitt Can only be used when you don't have a weapon equipped. A faster yet weaker alternative to hammers. When combined with inactive Iron Boots you can deal more damage with kicks. -------- Tunics – They come with their own boots and gloves by default which can be unequipped at no cost Apprentice Tunic Your starter tunic for guard training Zora diving suit A full-body suit with light mail over-tunic. Weak against fire and ice based attacks. Allows you to swim under water Dodongo plate armour Slightly armours you, especially against fire attacks. It protects you from extreme heat. Blade attacks are weaker against you Hylian Soldier Armour Makes you slightly slower but armours you well. Blade attacks are weaker against you. Twili Robes Protects you from the brunt of magic attacks at the expense of being slightly weaker to physical ones. Also adds on a secondary magic bar which fills up from being outside during dusk and dawn. When casting a spell you use half of the magic from your main bar and half from your secondary one. Thieves garb Makes you weaker but also faster. Your jumps are slightly bigger, faster and more fanciful and your weapon attacks are faster and more articulate. You are also quieter so its easier to sneak by enemies. Anouki Overcoat Protects you from extreme cold and ice attacks as well as slightly armouring you. Blunt attacks are weaker against you Black Ceremonial Armour Very hard to get. It makes you much slower than the other armours but prevents you from flinching and from getting knocked over most of the time (completely with inactive iron boots) It also heavily armours you and it useful against powerful enemies. When you have magic, any attacks would take a bit of magic instead of damage. -------- Enchantments/Charms – They are attached onto weapons and grant them special powers. All powers can be found on all types of charms, its not limited to the type. Scroll This one wraps around the handle of the weapon Medallion These attach onto the hilt or the head of the weapon Pendants These hang from a chain either on the pommel (Swords and Axes) or the hilt (Polearms and hammers) -------- Weapons – Overall are the same yet differ slightly in attack, speed and reach. Differences are more important in difficult situations, especially harder difficulties One Handed Swords Your basic weapons. They have the average attack speed, damage and reach. They are bladed weapons so they work best on unarmoured enemies. They can use a single Scroll, Medallion and two Pendants ^------Dagger Despite it having smaller reach than one handed axes and hammers, it has increased speed near to that of a polearm. ^------Cutlass Very good strength shortsword ^------Longsword Default sword, Slowest but longest reach Two Handed Swords Cannot be used with the shield. They are slightly slower than One Handed Swords but also stronger and usually longer reach. They can use two Scrolls and two Medallions ^------Cleaver A single edged blade that has small knockback effect ^------Claymore The longest two handed sword. ^------Broadsword The heaviest two handed sword. Almost as long as the claymore and has a weaker knockback effect of the cleaver. Hammers and Maces Usually one handed with rarer ones being two handed. They are the slowest weapons yet among the strongest and usually capable of knockback. They are blunt weapons so they are best against stronger enemies or ones with armour. They can use two Medallions, one Scroll and one Pendant ^------Skull Hammer A two handed hammer with a lot of power. It also has a flexible handle so anything extremely hard does not cause you to be knocked off balance once hit Axes Usually one handed with rarer ones being two handed, Axes are a mix between swords and hammers. They have both bladed and blunt effects and have the reach of hammers with the speed of swords. They can use one Scroll and either two Pendants and one Medallion or one Pendant and two Medallions (users choice) Polearms These consist of spears, tridents and halberds. They are the fastest (especially when used without a shield) and have the longest reach though they are the weakest weapons. They deal most damage when stabbing (with the exception of the halberd which does the same damage with its tip no matter the attack). Stab attacks are considered blade attacks whereas side hits (with exceptions to halberds) are considered blunt. These can use 3 Scrolls and one Pendant ^------Spear The longest reaching of the three ^------Trident The shortest of the three yet does the most stab damage ^------Halberd All attacks with the head of the halberd are considered blade attacks. It does the most damage for swinging attacks. -------- Shields Bucklers The smallest shield, not good against defending except for against immediate close attacks (which often ends up putting the enemy off balance) ^------Spike Shield Causes small damage against enemies that hit it (only if they don't hurt you) Heaters Medium size shields. The default size. Less mobility than bucklers but can defend against more powerful attacks and defend more space ^------Hylian Soldier Shield The basic shield, comes in many designs depending on where you get it from Kites The largest shield. When used it lessens your movement to a crawl and you can't attack though it protects against anything ^------Mirror Shield Capable of reflecting light and magic attacks. Can also store certain magic attacks. -------- Other Rocs Cape Can be equipped to make you jump slightly further and glide a little. When used on the D-pad it acts as a jump button on the ground and a glide button (uses magic) in the air. It has a magical aura around it which makes it change colour depending on what you are wearing (Apprentice tunic makes it green, Thieves Garb makes it black, ect.) Rope Can be used with arrows and other items. On its own it can be attached onto hooks or around hoops. You can attach one end to one block and the other to another block then grab the middle of the rope to pull both boxes. It can hang things onto anything you can tie it onto, you can also use it to lower yourself or items down ledges. The rope can be burnt or cut. If undamaged you can pick up the rope and use it again. Can carry many Grapple hook Unlike the rope it has infinite uses and can be thrown onto anything it can attach itself onto (poles, hoops, Ledges) as well as make enemies flinch and steal from them. However it can only attach one end onto things and you can't use it to hang things Lantern Used to light up dark places. Can also light anything flammable like wooden torches or oil Oil Used for fire arrows and your lantern, can be leaked into a path on the ground and then ignited. Stored in its own special container rather than a bottle. |

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Re: The Official Ideas for Future Weapons Thread
Quote:
But other than that, that is a pretty good idea. ![]()
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Re: The Official Ideas for Future Weapons Thread
A guitar!
no? IDK All I can think of is, bring back some old weapons.
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Re: The Official Ideas for Future Weapons Thread
I think link should get a toothpick as a weapon. THEN lets see people complain about the difficulty of a zelda game!
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Re: The Official Ideas for Future Weapons Thread
Quote:
This is funny.
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Re: The Official Ideas for Future Weapons Thread
Elements. Elements could be rewarded after Boss fights, and would allow you to enchant your items with them. For example, four elements Wind, Earth, Fire and Water.
Boomerang and Arrows Boomerang could have Jewel that would pulse in different colours depending on the element. And arrows would have WW kind of thingy. With Fire, It would burn things with flame, and do more damage. Cutting power would be better. With Earth, it would stun enemies easily and do more damage. It could be aimed to ground to make pit where the enemies would fall. With Water, it could freeze things. It would also confuse enemies, so they would do most random things. If aimed at water and at something damaging, it would reach tentacle of water to slam the enemy into the water, very deadly. And with Wind, it would mae gustes around the enemies. You could trap enemies inside ones. You could also clear some mild blockage away with this. This would rotate switches. Korok Wand Korok Wand would fire spells. Different kinds would do different effects. Korok wand is obtained in Korok woods, and you would find new spells in memories (Look for sig). The Wand could have max energy storage of 10 Jolts, but it can be upgraded during surtant events (Wars for example) Enemies give charge for the wand. Reviving chant (1 charge) Most basic spell, this would revive certain wounded trees and plants, even some creatures. Energyball (2 charges) Flashy balls would do decent damage. Not much side effects. Warpoint (5 charges) Warpoint would create point where you could Warp next time when using this spell. Useful in places you go often. Treeforce (Couldn't think of better name) (5 charges) Treeforce is literally treeforce. Since The Wand is made in Teliarn forest, this is the most powerful spell. The speel creates green glowing ball, which drops to the ground (If Shot down) or floats up (If fired up). It creates Roots or Vines that smack any unarmored enemies. It is terrifyingly powerful and can deal with large amount of enemies, but requires lots of energy. It can only be used on open terrain.
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Re: The Official Ideas for Future Weapons Thread
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Re: The Official Ideas for Future Weapons Thread
The idea that has been popping around in my head for awhile is -- and this is kind of hard to explain -- a couple of rock spikes for climbing...possibly roped together, the way I'm envisioning it.
I guess this would be less of a weapon and more of an exploration item. Just think about it - we all get frustrated in TP when there's a cliff edge a mere eight feet above us, but we can't get to it. Well, with this item Link can jam his spikes into the rockface and begin a strength-pushing climb up the sheer wall. Maybe the WM+ lets you better direct your motions of finding a hold before plunging the spike and pulling up. With this, you can get rid of the ridiculous spinner if you want to have to get across a flat cliff-edge and, like i sais abov, open up those barely unreachable areas for new surprises, chests, grottos and side-quests. Not to mention a possibly necessary bird's eye look-out point across the fields of Hyrule. |

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