The optional time limit is kind of pointless. If they have the option to play without one, then there's no point in it. It would have to be one way or the other.
As for leading them into water, sometimes it's just easier to march a group into a small puddle and call them out onto the other side than it is finding a way around.
As for my idea:
- Treasure and Pokos work differently: Whatever the goal of the game is, it's not treasure collecting. Instead, each day the game randomly places some treasures in set locations (Generally, it would place more expensive ones in harder locations). Caves would also have random treasures. (About half the caves are just optional money-making pits with no boss battle or rare item, while the other half of the caves have a boss battle rewarding you with something special the first time and generic expensive treasure every subsequent time.) The money earned from treasures as well as underground enemy corpses can be spent between days for things such as suit upgrades or Challenge Mode.
edited 12th Feb '11 9:41:17 AM by Anomalocaris20
You cannot firmly grasp the true form of Squidward's technique!Why would it be pointless? Hard mode should have a time limit, easy mode won't. Everyone wins.
Put me in motion, drink the potion, use the lotion, drain the ocean, cause commotion, fake devotion, entertain a notion, be Nova ScotianOn time limit: That or stick it into a challenge mode.
No time limit for the main story since it'll cause It's Short, So It Sucks!.
The time limit is one thing I won't miss from Pikmin 1.
Eating a Vanilluxe will give you frostbite.Time limit, per day? Yes, you should. Time limit to beat the game? I rarely like that in any game.
Modified Ura-nage, Torture RackProduct Placement in 2 was hilarious and added some character to the game. It should totally return. Plus Olimar's bemusement over things like a Duracell battery or 7-Up bottle cap was funny. There definitely has to be some sort of journal similar to 2's, but if treasure works differently like I suggested it would have to be something new.
To be honest, the 30-day limit in 1 was not very difficult to meet, and only really gave the motivation of "See how few days you can complete it in", something still achieved by Pikmin 2 without forcing it.
edited 12th Feb '11 3:00:40 PM by Anomalocaris20
You cannot firmly grasp the true form of Squidward's technique!I hated the first Pikmin because I could never find the blue pikmin in it.
Why I am afraid of fences.I want the game to come out.
Because really. I'm not sure we'll even get a new Pikmin.
One of my few regrets about being born female is the inability to grow a handlebar mustache. -LandstanderThey're developing Pikmin 3, though I'm not sure how they're doing with that.
You got some dirt on you. Here's some more!Miyamoto said it was in the works.
Eating a Vanilluxe will give you frostbite.Things I want from the next Pikmin:
- Zombies
- Cheesy oneliners
- Pikmin Zombies
- Ludicrous Gibs
- Ninja Pikmin Zombies
- Soundtrack by Justin Bieber
- Cyborg Ninja Pikmin Zombies
- Monkeys with flamethrowers
I may not be completely serious here.
edited 12th Feb '11 5:32:14 PM by Nyarly
People aren't as awful as the internet makes them out to be.Why not zombies?
And by zombies, I mean Pikmin minions of the Puffstool. And don't forget Bulbmin! Some new types of pikmin would be nice too. How about silver pikmin that attract metal objects and have higher durability, or brown pikmin that can burrow to hide from enemies/increase their plant level?
For wildlife, I'd like some more non-enemy creatures like the thread creator said, but also more enemies too.
edited 12th Feb '11 5:51:53 PM by Scardoll
Fight. Struggle. Endure. Suffer. LIVE.I think it'd be interesting (I've said this before) if we got some non-Pikmin creatures to control. Maybe Breadbugs or "tameable" Mamuta whom we can keep at our home bases! Perhaps the "raw" form of the Bulbmin, which will allow you to temporarily control an enemy, but you'll lose the "Bulbmin" for it.
"Proto-Indo-European makes the damnedest words related. It's great. It's the Kevin Bacon of etymology." ~MadrugadaI thought the piklopeida was hailarious because, no matter how convulted the creature was, he would try his darndest to justify it's existance. Also, Louie's notes made you oddly hungry...
ohmygodiwantapetmamutawellbebestfreinds
edited 13th Feb '11 7:46:51 AM by DrStarky
Put me in motion, drink the potion, use the lotion, drain the ocean, cause commotion, fake devotion, entertain a notion, be Nova ScotianThe problem is that Breadbugs are too hungry, and Mamutas are too stupid.
Eating a Vanilluxe will give you frostbite.I want 2-Player Co-op mode. It would be hard to implement without making the game too easy, since you'd have two captains acting simultaneously rather than alternatingly, but it could work if implemented right (Shorter days in 2-Player mode, for example).
You cannot firmly grasp the true form of Squidward's technique!I'd love a co-op campaign. Ecspecially considering Pikmin 2 rarely even used the switching mechanic.
Put me in motion, drink the potion, use the lotion, drain the ocean, cause commotion, fake devotion, entertain a notion, be Nova ScotianCo-op would be the best way to innovate in the series, not to mention it would just be fun. I loved Pikmin 2's multiplayer.
Fight. Struggle. Endure. Suffer. LIVE.Pik2's switch mechanic felt to me more like an enhancement instead of a revelation—it just lets you multitask, basically. A small step instead of a giant leap.
But I had great fun in the 2-player co-op challenges.
"Proto-Indo-European makes the damnedest words related. It's great. It's the Kevin Bacon of etymology." ~Madrugada- Fewer underground stages. They were nice, but too much of Pikmin 2 was focused on them.
- More realistic fauna. Pikmin, snagrets, dung beetles and bulbasaurs were perfectly fine. Terrestrial blowfish with mortars on their backs and bomb-rock vomiting flies with helium balloons detract from the game's aesthetic consistency.
- Bring back the time limit, but not in a way that would scare off casuals. Maybe just something for alternate endings and modifiying the enemy population. I liked the fact that in Pikmin 1 enemy layouts changed dramatically as time progressed (e.g., the Smoky Progg only appears if you get to the water stage very fast, an amoeboid creature shows up in the first area eventually). I don't recall anything like this ever happening in Pikmin 2.
- More tits-hard optional areas like the boss rush dungeon one with the steamroller blob from Pikmin 2 (submerged castle?). That was a hell of a dungeon. At least, less copy and paste underground dungeons would satisfy me.
- Dynamic light sources and shadows.
- Some sort of online function. Maybe a team-based capture the flag mode. Er, not on the Wii though, perhaps on Nintendo's next console.
But Gatling Groinks and Careening Dirigibugs were cool, if tough.
Eating a Vanilluxe will give you frostbite.I loved the Groinks (Although they were hard as hell).
I think the sheer diversity in enemies is a good thing. A lot of the enemies seem to have almost merged with artifacts, ala the Titan Dweevil.
Also, my favorite bosses were probably the Water Wraith (Steamroller blob) and Man-At-Legs.
edited 14th Feb '11 7:13:14 PM by Scardoll
Fight. Struggle. Endure. Suffer. LIVE.
No. There isn't any new word on Pikmin 3. I doubt it's even gonna come out this generation.
Here are some stuff I want to see in the threequel. I'll try to keep this breif.
I'll post more later.
edited 12th Feb '11 9:05:47 AM by DrStarky
Put me in motion, drink the potion, use the lotion, drain the ocean, cause commotion, fake devotion, entertain a notion, be Nova Scotian