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My Crazy Ideas: Splatoon: Calamari Chronicles

Gameboy224

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Gameboy224
This is just me doing some crazy creative thinking venting.

My idea is a "spin-off" game called "Splatoon: Calamari Chronicles".

Splatoon up to this point has been a multiplayer focused game with only minor single player aspects. Now I wonder what they could do if they decided to capitalize completely on a single player experience, and not be bogged down my the limitations of multiplayer mechanics.

Premise:
This game takes place far outside of Inkopolis, in a somewhat secluded rural county. You take the role of Agent 3 having ventured to assist and entirely different branch of the Squidbeak Splatoon. The enemies are still the Octarians but you are pitted against a different faction under a different command. You aren't traveling through their underground domes but actually full areas and facilities in a much more organic world with varying objectives.

Gameplay:
  • In the most general sense, basic movements are similar to Splatoon 2.
  • Double jump is a thing, it can be done in kid form as well as when you're jump from squid form for extra distance.
  • A basic dodge roll is something that can be used with any weapon. This would be similar to Drop Roll, but has a lot of end lag. This specific roll is meant to be used with true intent. As opposed to Dualie rolls which are faster and are meant for quick movements.
  • Squid Time, when performing a perfect dodge against certain attacks or in other instances, if you're within range, you can enter a slow motion state.
  • Armor has been revamped. You'll start levels with 5 layers of armor, panic state is removed. Armor is more fragile than before. Effectively armor is HP.
  • A lot more inventive stage gimmicks are here, such wall jumping.
If you've every played a game called i-Ninja, think something along those lines.

Weapons:
  • You'll start with just a shooter as per usually but you'll gain variants of each weapon type very early on.
  • Unique to the game is a new weapon modification system. As you progress, during levels you'll gain collectibles called mods. Each mod has properties will augment specific weapon types, each mod comes with a pro and con.
  • You'll have access to all of your weapons at any given time. Weapons can be switched between on the fly from a select menu.
  • Similar is true to sub weapons.
  • Specials are still found in cans, but the game with have both specials from 1 and 2.
Attributes which get modified. Each mod will add to one and take away from another with some which do special things.
Shooter:
  • Fire rate
  • Accuracy
  • Range
  • Damage
  • Mobility
  • Ink consumption
  • Tap: Increase damage, but becomes a tap shot.*
  • Switch: Rapid fire range decreased but can tap shot for longer range and damage.*
Blaster:
  • Fire rate
  • Range
  • Damage
  • Explosion radius
  • Mobility
  • Ink consumption
Roller:
  • Range
  • Fire rate
  • Mobility/Roll speed
  • Damage
  • Ink consumption
  • Fling: Vertical range increased with slower firing rate.
Charger:
  • Range
  • Charge speed
  • Mobility
  • Damage (ability to partial charge)
  • Charge store time
  • Ink consumption
  • Splash: Gives shot a splash funnel, at the cost or range or charge speed.*
  • Scope: Gives scope and range but cannot store charge.*
  • Quick Charge: Significantly decrease charge time at the cost of store and damage.*
Slosher:
  • Range
  • Fire rate
  • Mobility
  • Damage
  • Spread (horizontal spread)
  • Ink consumption
  • Vortex: Change projectile to be similar to Slosing Machine.*
  • Explode: Changed to Explosher projectiles.*
  • (No bloblobber mod)
Splatling:
  • Range
  • Charge speed
  • Fire time
  • Mobility
  • Ink consumption
  • Wrath: Increase damage at full charge at the cost of charge speed*
  • Switch: Ballpoint mechanics, with range and fire rate decreased and increased. Recharge included.*
  • Store: Gain charge store. Recharge included.*
Dualies:
  • Fire rate
  • Accuracy
  • Range
  • Damage
  • Mobility
  • Ink consumption
  • Roll ink consumption
  • Roll length
  • Nonstop: Ability to continue firing while rolling.*
  • Multi-Roll: Increase roll count at the cost of roll length.*
Brella:
  • Fire rate
  • Range
  • Damage
  • Canopy damage
  • Mobility
  • Durability
  • Ink consumption
  • Canopy regen time
  • Explosive Canopy: Canopy will explode on contact, increase cost to fire.*
  • Second Chance: You will instantly regen every other canopy but regen time greatly decreased.*
  • Undercover: Cannot launch, losses a lot of other stats.*

Enemies:
The Octarians are still the enemies, but mechanically there is a lot changed. There are certainly enemies which function almost the same to the original and returning ones. But this game will feature a lot more beefier enemies as even normal mooks. Enemies are capable of having HP pools akin to bosses, they aren't just fodder. While hitstun and stagger still aren't entirely a thing, the game will have a mechanic where damage will cause enemy movement to stutter.

Structure:
Similar to past games you have you hub areas which level are accessible. But this time hubs are more structured than just floating platforms being actual areas. Occasional enemy spawns with an emphasis or solving puzzles to unlock the way to levels.

Progression is gated by "emblems" which a certain amount need to be obtained to progress further.

Actual levels follow a theme and objective related to the area. Such as say, destroying a power plant or sneaking your way to find something. Most still following a get to the end format, but others are more gimmicky. Levels on the whole are significantly longer and complex.

After completing a level, you can redo levels with additional gimmicks such as having to fine hidden collectibles, time trials, limited ink, etc. which also offer emblems.
 

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