Octoling Amiibo Concepts

Paragon-Yoshi

Inkling Cadet
Joined
Jul 22, 2015
Messages
275
Location
Germany
I know, I am not exactly new with this.
As this suggestion has been made before.

However, personally I think this really is a good idea.
And I haven't seen any deeper discussions yet, on how Octoling Amiibo Missions would play out.
So here goes:


First of all, you would play as an Octoling.
Yeah, this should be a given.

But how would that change up the missions.
Different enemies? Inklings instead of Octolings as enemies?
While that might make sense, I don't think this is the right way.
I mean, think about it: They would need to make a whole new set of enemies from scratch.
Way more trouble than it is worth, for a simple Amiibo.

No, I'd rather have the Octoling face the Octarians and other Octolings, as if you were to play as an Inkling.
This would much simpler to do.

"BUT PARAGON!!! WHY WOULD THE OCTOLING FIGHT AGAINST HER OWN PEOPLE?!??!"
Yes, that might seem like an issue at first.
But if you digged deep enough into the lore of Splatoon, I don't think this is a problem at all.

Think about it, the Octarians are facing an Energy Crisis.
Their very survival is at stake.

Lord Octavio on the other hand (I love to call him that), obviously is out for revenge on the Inklings, for the lost Great Turf War.
And the other Octarians were simply following along. Thinking they have no other choice.
Thinking that they can't get along with the Inklings. And if they tried, history would only repeat itself.

Having one Octoling rise up and fight against this misconception, and ultimately trying to save Octavio from himself, would make for a really good story.
Even if it is only for a few dialogue changes during the Final Boss, it would be a really interesting story to follow.

I can only imagine the odd and dumbfounded lines that Agent 1 and 2 and Cuttlefish make during the fight against Octavio, while Octavio himself calls the Player-Octoling a "Traitor".


Either way, an Octoling fighting against Octarians isn't really unthinkable, given the deeper plot in the backyard.



Now for GAMEPLAY.
An Octoling would use the "Octo Shot".
The Weapon that the regular Octolings use.

And Armor upgrades, would give her those seaweeds.
And later armor upgrades change her color to black.

As for the SPECIAL CONDITIONS:
I had two original concepts in mind.
"Single Life" and "No Upgrades".

"Single Life" means you only have one life.
No second chances. Get splatted once and it is over.

And "No Upgrades" means that you don't get any upgrades. NONE AT ALL!
No specials, no armor. NOTHING!
You have to make it through the entire level, in your "naked" form.


But as I was writing this, a third idea for a special condition came into my mind.
"Limited Kills"
Which means, that you are only allowed to kill a limited number of enemies.
Go over the number allowed and it is FISSION MAILED!

This actually makes sense, considering the story-concept above.
Again, she wants to save her race from making a big mistake.
So of course, she wouldnt want to kill more than necessary.


But what about REWARDS?
Welp, an obvious one would be the "Octo Shot".
Dunno if this should be made its own unique gun, or yet another "Replica".
Take your pick.

Others would include Octoling Gear such as "Octoling Wig", "Seaweed Hair" and the like.

But I think the reward, that EVERYONE would like to see is: "PLAYABLE OCTOLING".

Now I know that some people might frown upon the idea of having to get an Amiibo, to get to play as their beloved Octoling.
Though personally, even tho I am not into Amiibos, I would definitely be willing to make an exception this once, if an Octoling Amiibo would give me the playable Octoling, that EVERYBODY wants.
And I admit, I too wouldnt go back to Inklings, if there were an option to play as Octolings.

The female Octolings just look too cute and awesome at the same time.
(And don't forget dem gloves. :| )


So yeah, that about wraps it up.
Do you agree? Do you disagree?
Feel free to discuss in a civil manner. Let's go! :D
 

Ikieri

Pro Squid
Joined
May 21, 2015
Messages
114
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CA
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Mendozaz
I think that could be a fun concept. Another idea is that it could be the prequel to what happened before the Octolings stole the great Zapfish. Maybe add even more lore about the great war and possibly even Cap'n Cuttlefish's backstory.
 

Paragon-Yoshi

Inkling Cadet
Joined
Jul 22, 2015
Messages
275
Location
Germany
While that would be fun as well, I think that would be more suitable for an actual prequel-game.
As whole new content needs to be created from scratch.
Now that gives me an idea for yet another topic: :D
But I will withhold it for now... :p

In any case, I think Amiibo missions, if any will still come in the future, will only make use of content that is already there.
Adding too much new content, isn't a thing for an Amiibo I'd say.


Again, your idea is great.
But not suited for a "mere" Amiibo. ;)
 

ILikeKirbys

Inkling Commander
Joined
Jun 1, 2015
Messages
394
Location
Dreamland
NNID
ILikeKirbys
I like your idea, it's certainly unique. I'd be interested in seeing Limited Kills. What would the challenge/requirement on the boss levels be?

Here's a different take on the concept that's been bouncing around in my head for a bit:
Like you said, playable Octoling with Inklings as your enemies has been suggested. As I'm pretty sure I'm one of the people who have suggested that, I'll elaborate on that approach.
Instead of playing as an Inkling in single-player levels, you would play as an Octoling, just like your idea. And your weapon would be the Octoshot, just like your idea, with Splat Bombs as your sub-weapon. Additionally, the Octoling will respawn after 5 seconds when splatted.
The Inkling enemies would be able to use any weapon Inklings can use, and can superjump to one another. Additionally, the Inklings can respawn, taking about 8 seconds to do so (5 seconds in later levels).
Here's where things get different, both from your idea and from other amiibo (and also where this probably stops being a thing that could happen, admittedly): Instead of single-player levels being replayed with an Octoling and new requirements, you would play on multiplayer stages and have multiplayer-mode-themed objectives.
For example, have a level where you start in the center of Camp Triggerfish, and must keep two Splat Zones from being taken by a team of 4 Inklings, with 2 on each side, for 3 minutes; if you lose both Zones for 10 seconds, you automatically lose. The Inkling teams would take different approaches to taking the Zones from you (the Zones start off covered in your ink); one side would have a Krak-On Splat Roller, which would rush his side's Zone initially, covering it quickly if you don't shoot him, and his partner would have a Rapid Blaster Deco, and would harass you from afar with his shots and attempt to take both Zones with Suction Bombs; the other side would have a Splat Charger, who would try to snipe you from afar or take the Zones with Splat Bombs if she gets close, and her partner would have a Custom Splattershot Jr, and would cover Zones with his rapid-fire and hit you with Disruptors if you were spotted. Additionally, after reaching the last minute, each Inkling will get their Special when they next respawn, so you might nave to deal with Splat & Suction Bomb Rush and Kraken taking your Zones, while Echolocator would let enemies see you even while hidden, so ambushing would become impossible for a bit.
For a later level, you would start on one end of Blackbelly Skatepark, and you must splat a 5-Inkling team a total of 20 times (so, 4 times each, or 1 Inkling 20 times if that somehow happens), gaining their Special every 2 splats (them being splatted, not them splatting you), and you would lose if you were splatted 7 times. Admittedly, deathmatch isn't a Splatoon mode, but it's a mode in most shooters, so I'll make an exception for it. The Inkling team would be given a well-rounded set: one member would have an Inkbrush, and would ink areas quickly with a combination of swings and Sprinklers, get around quickly and generally be annoying, and would drop an Inkstrike on your position if she got Special; Inkling 2 would have a Custom Jet Squelcher, and would fire at you from afar, throw Burst Bombs when up close, and would chase you with the Kraken when she got her Special; Inkling 3 would have a .52 Gal Deco, and would aggressively chase you, attacking from midrange with rapid-fire and chasing from afar by swimming behind Seekers, and would also drop an Inkstrike on you when he got Special; Inkling 4 would get the Gold Dynamo Roller, who would get up on a perch and swing at you from afar, or throw Splat Bombs if you're just out of swing range, and would also drop an Inkstrike with her Special; finally, Inkling 5 would use a Tentatek Splattershot, attacking at midrange with rapid-fire, throwing Suction Bombs when you're out of firing range, and would surprise you with Inkzooka strikes from afar with her Special.
For a third example, start on one side of Walleye Warehouse and must keep a 4-Inkling team from pushing a Tower from their side to yours (keep it from going from their end of the path to yours) for 4 minutes; the Inkling team would gain their Specials after being splatted after the 2-minute mark. The tower would move when an Inkling is on it, and stops when there is not an Inkling on it of when you are on it (you cannot move it back, but it stops when you are on it even when an Inkling is on it). The Inkling team would be optimized to take and keep the Tower; the first Inkling would have a Custom E-Liter 3K, and would never get on the Tower, instead getting to a sniping position (either on top of the crate, on the grate near the crate, or the center boxes) and snipe you if you were spotted, throw Burst Bombs if attacked, and would transform into the Kraken if attacked when he had Special; Inkling 2 would have a Splat Roller, and would ride the Tower if no one else was on it; if she were on the Tower, she would swing continuously when you came near the Tower and put a Suction Bomb down if you got on it, while if she were off the tower, she would roll a path for her team, swing at you if you came close, and would fire a Killer Wail at you if she got her Special; Inkling 3 would have an Aerospray RG, and would always ride the tower unless another Inkling were already on it; if on the Tower, he would shoot at you if you came near the Tower and plant an Ink Mine on the tower, and if off the Tower, he would aggressively go after you, firing constantly unless swimming, but wouldn't use Ink Mines, and either on or off the Tower, he would Inkstrike your position if he got Special; Inkling 4 would use a Rapid Blaster, and would only get on the Tower if no one else is on it; when on the Tower, she shoots at you if she sees you and puts Ink Mines on the Tower, and if not on the Tower, she goes to a sniping position and shoots at you, but does not use Ink Mines, and when she gets Special, she chases you and pops Bubbler and fires as soon as she gets close to you, then resumes her usual behavior. The Inklings have a priority for who gets on the Tower if it's empty, going Inkling 3 > 2 > 4, with the highest Inkling still standing taking the Tower.
And here's one more; start on one side of Kelp Dome, and escort a fellow Octoling with a Rainmaker to the base of the enemy's spawn tower. You lose if you or the Rainmaker Octoling are splatted, and the Rainmaker Octoling moves slowly on her own, but the enemy is a 3-Inkling team (the fourth disconnected, apparently) who get their Special every 5 splats. Additionally, the Rainmaker Octoling can fire the Rainmaker at an enemy, and will do so if she sees one in range (Jet Squelcher range, not maximum Inkzooka range), but must wait 15 seconds to fire again after firing. The Inkling team is hyper-offensive: Inkling 1 packs an Inkbrush, and will rush directly to the Rainmaker Octoling, even ignoring you to do so, and will toss Sprinklers into the center and the Inkling team's spawn area, and will fire an Inkstrike at your position (yours, not the Rainmaker's, but it can still hit the Rainmaker, so watch out for that) when he gets Special; Inkling 2 comes with a Bamboozler 14 MK II and stays back to take potshots at you and the Rainmaker Octoling, but prioritizes you if both are available to shoot,, and tosses a Disruptor at you if you get close, and prevents you from hiding from him and his teammates with Echolocator if he gets Special; Inkling 3 brings the Octobrush, and splits her time between dropping Squid Beakons behind your territory so she and Inkling 1 can attack you from behind and gunning directly for you, ignoring the Rainmaker Octoling, and will chase you with the Kraken if she gets Special.
And for the boss fights, you would have to do a level against a 4-Inkling team composed of Cap'n Cuttlefish and Agents 1, 2 and 3 (and if possible, Agent 3 would have your Inkling's gender and eye color, but would always have green hair, since this team shoots green ink). Cap'n Cuttlefish always uses the Bamboozler 14 MK I or II, Agent 1 uses Rollers, Agent 2 uses Chargers, and Agent 3 uses the Hero Shot.
For Splat Zone defense, you would start in the center of Bluefin Depot's Splat Zone and would have to defend it for 5 minutes against the Cuttlefish team, with that team gaining their Specials after 2:00 has passed, then after 3:30 has passed (so, twice); for this level, Cap'n Cuttlefish and Agent 1 spawn from the city side, and Agents 2 and 3 spawn on the sea side. Cap'n Cuttlefish uses the MK II and sits on a perch above the Zone and fires shots and Disruptors down into it, forcing you to either abandon the Zone to deal with him up close, throw a Splat Bomb at him and hide in your ink to refuel, or continuously clean up after his shots (not a tenable option, but you could), and would use Echolocator to prevent you from hiding. Agent 1 brings the Splat Roller, and with it she inks a path for her teammates to the Zone and swings at you if you're in range, throws Suction Bombs into the Zone as she gets close to it, and fires the Killer Wail at you as soon as she gets it. Agent 2 takes the Classic Squiffer and sits on a perch on the other side of the Splat Zone, firing at you if you get close and throwing Point Sensors into the Zone otherwise, and will pop her Bubbler if she is attacked; differently from the others, her behavior changes at the last minute, jumping down into the Splat Zone area, popping Bubbler if she has it and coming after you, no longer throwing Point Sensors. Agent 3 packs the Hero Shot, and goes after you, ignoring the Zone unless you've already been splatted, and attacks using rapid-fire and Splat Bombs, and brings Splat Bomb Rush when he/she gets Special.
For Tower Control defense, you would start on the top part of Saltspray Rig and would have to prevent the Cuttlefish crew from getting the Tower from one end to the other (starts on the left side) for 5 minutes, with them getting their Special every 2 minutes; for this level, Cap'n Cuttlefish and Agent 3 spawn from the left side, and Agents 1 and 2 spawn from the right. Cap'n Cuttlefish brings the MK II and cannot go on the Tower, instead sniping you from the spawn-point-platform and tossing Disruptors down if you're in range, and Echolocating you with his Special. Agent 1 brings the Gold Dynamo Roller and will get on the tower if Agent 3 isn't on it; if she's riding the tower, she swings with impunity and will use Splat Bombs if you're out of swing range and she spots you, while if she's off the Tower she chases you and swings when you're in range, and she drops an Inkstrike on your position when she gets her Special. Agent 2 brings the E-Liter 3K and also cannot ride the Tower, instead standing on her platform and sniping you, or throwing Burst Bombs if you get close to her, and she Echolocates you when she gets her Special unless you're already Echolocated, in which case she waits until that's finished before popping her Special. Agent 3 packs Burst Bombs as his/her sub this time, and will get on the tower even if Agent 1 is on it (which prompts her to get off), and rapid-fires and throws Burst Bombs at you if you get in range, and when he/she gets Special, he/she pops Bubbler as soon as he/she gets on the Tower.
For Rainmaker escorting, you would escort a Rainmaker Elite Octoling (has twice as much HP as you do; you're welcome) from one end of Urchin Underpass to just beyond the center on their side, with Cuttlefish & Co. getting Special every 4 splats. Cap'n Cuttlefish brings the MK I to this fight, and stands on his side of the center's platform above the lower area and snipes you, throwing down a Splash Wall if you get close and shooting a Killer Wail at you if he gets Special (could be tricky to do, since he won't chase you or move beyond his sniping point). Agent 1 brings the Carbon Roller Deco this time, and is extremely aggressive, gunning for the Rainmaker Octoling unless you're closer and throwing Seekers at you (but not the Rainmaker Octoling) if you're out of range, and shoots a wave of boats at you (again, only you) with Seeker Rush if she gets Special. Agent 2 brings the Rapid Blaster Pro Deco (not a Charger, but its range is good), and waits in the center in the alley on your side (on the right, you can drop down into the center from it) to attack you with Blaster shots and Disruptors as soon as you reach the center, prioritizing you over the Rainmaker Octoling, and fires a Killer Wail at you when she gets her Special. Agent 3 brings Splat Bombs as his/her sub and attacks aggressively, attacking the Rainmaker Octoling over you if both are available with rapid-fire and Splat Bombs, and breaks out Splat Bomb Rush if he/she gets Special.
For deathmatch, you start on one side of Moray Towers and must splat Cuttlefish's Angels 25 times, with them getting their Special after being splatted 3 times, and you lose if you're splatted 5 times; for this level, you start in the center of the walkway 2 walkways up, as do Cuttlefish's Angels, with the higher levels being inaccessible. Cap'n Cuttlefish brings the MK II and stands on top of the platform above the walkway just to the left of the center (above his side's Splat Zone, if Splat Zones were here, if that helps visualize it) to snipe you and toss down Disruptors if you get close, and Echolocates you if he gets Special. Agent 1 brings the Inkbrush Nouveau (not a Roller, but it's similar mechanically) and is hyperaggressive as usual, chasing you and dropping Ink Mines near Agent 2, and popping Bubbler when she gets near you and has Special. Agent 2 brings the E-Liter 3K (yep) and sits above the center to snipe you if she sees you, tosses Burst Bombs if you get close and Echolocates you if she has Special (and you aren't already Echolocated). Agent 3 brings Seekers for his/her sub this time, and patrols the center, chasing you if you go near Cap'n Cuttlefish or Agent 2 and throwing Seekers at you if you're out of range, and breaks out the Inkzooka to shoot at you if he/she gets Special.
And for the final boss fight, you would start in Inkopolis Plaza at the amiibo display, with the Lobby blocked off, and must score 25 splats against Cuttlefish and the Agents, losing if you are splatted 4 times. Cuttlefish and the Agents get their Specials every 3 splats. Cap'n Cuttlefish spawns where his manhole is, and brings the Bamboozler 14 MK I, running to get away from you and then sniping you, throwing down a Splash Wall if you get somewhat close and running away if you get closer than that, and firing a Killer Wail at you if he gets Special. Agent 1 brings the Hero Roller and spawns with Agent 2, and chases after you constantly, throwing Suction Bombs at you when you're out of swing range, swinging at you when you are in range, and firing a Killer Wail at you when she gets Special. Agent 2 brings the Hero Charger, spawns at the end of the balcony (by where you can see the Squid Sisters) and stays on the balcony to snipe you, throwing Splat Bombs if you get close to her, and throwing Splat Bombs indiscriminately in your direction with Bomb Rush with her Special. Agent 3 brings Splat Bombs as his/her sub, spawns in the same spot as Cap'n Cuttlefish and will follow one of the his/her teammates, chosen randomly with each respawn, and will cover a large area in Splat Bombs with Bomb Rush when he/she gets Special.
I'm not sure that would work, even not as an amiibo, but if it could I'd like to see it.
Naturally, you would get rewarded for this. Your Octoling Wig reward makes sense, and since the Octoling Armor and Boots are taken, Octoshot Replica would work as a Tentatek Splattershot reskin (they wouldn't add a unique amiibo-exclusive weapon). I wouldn't tie playable Octoling to it, I'd rather have that as part of an update, but I could see that working as an amiibo reward as well.

I think that could be a fun concept. Another idea is that it could be the prequel to what happened before the Octolings stole the great Zapfish. Maybe add even more lore about the great war and possibly even Cap'n Cuttlefish's backstory.
This would probably work better as DLC or a spinoff game than as an amiibo thing (or maybe just for a Cap'n Cuttlefish amiibo, if that happened), but I'd like to see it at some point.
 

Paragon-Yoshi

Inkling Cadet
Joined
Jul 22, 2015
Messages
275
Location
Germany
I like your idea, it's certainly unique. I'd be interested in seeing Limited Kills. What would the challenge/requirement on the boss levels be?
Single Life.

Tho admittedly, the bosses would be terrifying with just one life.
Especially Octavio.
Still, if everyone loves the Octoling so much, they gotta work for their Octoling rewards. >:3

Here's a different take on the concept that's been bouncing around in my head for a bit:
Like you said, playable Octoling with Inklings as your enemies has been suggested. As I'm pretty sure I'm one of the people who have suggested that, I'll elaborate on that approach.
Instead of playing as an Inkling in single-player levels, you would play as an Octoling, just like your idea. And your weapon would be the Octoshot, just like your idea, with Splat Bombs as your sub-weapon. Additionally, the Octoling will respawn after 5 seconds when splatted.
The Inkling enemies would be able to use any weapon Inklings can use, and can superjump to one another. Additionally, the Inklings can respawn, taking about 8 seconds to do so (5 seconds in later levels).
Here's where things get different, both from your idea and from other amiibo (and also where this probably stops being a thing that could happen, admittedly): Instead of single-player levels being replayed with an Octoling and new requirements, you would play on multiplayer stages and have multiplayer-mode-themed objectives.
For example, have a level where you start in the center of Camp Triggerfish, and must keep two Splat Zones from being taken by a team of 4 Inklings, with 2 on each side, for 3 minutes; if you lose both Zones for 10 seconds, you automatically lose. The Inkling teams would take different approaches to taking the Zones from you (the Zones start off covered in your ink); one side would have a Krak-On Splat Roller, which would rush his side's Zone initially, covering it quickly if you don't shoot him, and his partner would have a Rapid Blaster Deco, and would harass you from afar with his shots and attempt to take both Zones with Suction Bombs; the other side would have a Splat Charger, who would try to snipe you from afar or take the Zones with Splat Bombs if she gets close, and her partner would have a Custom Splattershot Jr, and would cover Zones with his rapid-fire and hit you with Disruptors if you were spotted. Additionally, after reaching the last minute, each Inkling will get their Special when they next respawn, so you might nave to deal with Splat & Suction Bomb Rush and Kraken taking your Zones, while Echolocator would let enemies see you even while hidden, so ambushing would become impossible for a bit.
For a later level, you would start on one end of Blackbelly Skatepark, and you must splat a 5-Inkling team a total of 20 times (so, 4 times each, or 1 Inkling 20 times if that somehow happens), gaining their Special every 2 splats (them being splatted, not them splatting you), and you would lose if you were splatted 7 times. Admittedly, deathmatch isn't a Splatoon mode, but it's a mode in most shooters, so I'll make an exception for it. The Inkling team would be given a well-rounded set: one member would have an Inkbrush, and would ink areas quickly with a combination of swings and Sprinklers, get around quickly and generally be annoying, and would drop an Inkstrike on your position if she got Special; Inkling 2 would have a Custom Jet Squelcher, and would fire at you from afar, throw Burst Bombs when up close, and would chase you with the Kraken when she got her Special; Inkling 3 would have a .52 Gal Deco, and would aggressively chase you, attacking from midrange with rapid-fire and chasing from afar by swimming behind Seekers, and would also drop an Inkstrike on you when he got Special; Inkling 4 would get the Gold Dynamo Roller, who would get up on a perch and swing at you from afar, or throw Splat Bombs if you're just out of swing range, and would also drop an Inkstrike with her Special; finally, Inkling 5 would use a Tentatek Splattershot, attacking at midrange with rapid-fire, throwing Suction Bombs when you're out of firing range, and would surprise you with Inkzooka strikes from afar with her Special.
For a third example, start on one side of Walleye Warehouse and must keep a 4-Inkling team from pushing a Tower from their side to yours (keep it from going from their end of the path to yours) for 4 minutes; the Inkling team would gain their Specials after being splatted after the 2-minute mark. The tower would move when an Inkling is on it, and stops when there is not an Inkling on it of when you are on it (you cannot move it back, but it stops when you are on it even when an Inkling is on it). The Inkling team would be optimized to take and keep the Tower; the first Inkling would have a Custom E-Liter 3K, and would never get on the Tower, instead getting to a sniping position (either on top of the crate, on the grate near the crate, or the center boxes) and snipe you if you were spotted, throw Burst Bombs if attacked, and would transform into the Kraken if attacked when he had Special; Inkling 2 would have a Splat Roller, and would ride the Tower if no one else was on it; if she were on the Tower, she would swing continuously when you came near the Tower and put a Suction Bomb down if you got on it, while if she were off the tower, she would roll a path for her team, swing at you if you came close, and would fire a Killer Wail at you if she got her Special; Inkling 3 would have an Aerospray RG, and would always ride the tower unless another Inkling were already on it; if on the Tower, he would shoot at you if you came near the Tower and plant an Ink Mine on the tower, and if off the Tower, he would aggressively go after you, firing constantly unless swimming, but wouldn't use Ink Mines, and either on or off the Tower, he would Inkstrike your position if he got Special; Inkling 4 would use a Rapid Blaster, and would only get on the Tower if no one else is on it; when on the Tower, she shoots at you if she sees you and puts Ink Mines on the Tower, and if not on the Tower, she goes to a sniping position and shoots at you, but does not use Ink Mines, and when she gets Special, she chases you and pops Bubbler and fires as soon as she gets close to you, then resumes her usual behavior. The Inklings have a priority for who gets on the Tower if it's empty, going Inkling 3 > 2 > 4, with the highest Inkling still standing taking the Tower.
And here's one more; start on one side of Kelp Dome, and escort a fellow Octoling with a Rainmaker to the base of the enemy's spawn tower. You lose if you or the Rainmaker Octoling are splatted, and the Rainmaker Octoling moves slowly on her own, but the enemy is a 3-Inkling team (the fourth disconnected, apparently) who get their Special every 5 splats. Additionally, the Rainmaker Octoling can fire the Rainmaker at an enemy, and will do so if she sees one in range (Jet Squelcher range, not maximum Inkzooka range), but must wait 15 seconds to fire again after firing. The Inkling team is hyper-offensive: Inkling 1 packs an Inkbrush, and will rush directly to the Rainmaker Octoling, even ignoring you to do so, and will toss Sprinklers into the center and the Inkling team's spawn area, and will fire an Inkstrike at your position (yours, not the Rainmaker's, but it can still hit the Rainmaker, so watch out for that) when he gets Special; Inkling 2 comes with a Bamboozler 14 MK II and stays back to take potshots at you and the Rainmaker Octoling, but prioritizes you if both are available to shoot,, and tosses a Disruptor at you if you get close, and prevents you from hiding from him and his teammates with Echolocator if he gets Special; Inkling 3 brings the Octobrush, and splits her time between dropping Squid Beakons behind your territory so she and Inkling 1 can attack you from behind and gunning directly for you, ignoring the Rainmaker Octoling, and will chase you with the Kraken if she gets Special.
And for the boss fights, you would have to do a level against a 4-Inkling team composed of Cap'n Cuttlefish and Agents 1, 2 and 3 (and if possible, Agent 3 would have your Inkling's gender and eye color, but would always have green hair, since this team shoots green ink). Cap'n Cuttlefish always uses the Bamboozler 14 MK I or II, Agent 1 uses Rollers, Agent 2 uses Chargers, and Agent 3 uses the Hero Shot.
For Splat Zone defense, you would start in the center of Bluefin Depot's Splat Zone and would have to defend it for 5 minutes against the Cuttlefish team, with that team gaining their Specials after 2:00 has passed, then after 3:30 has passed (so, twice); for this level, Cap'n Cuttlefish and Agent 1 spawn from the city side, and Agents 2 and 3 spawn on the sea side. Cap'n Cuttlefish uses the MK II and sits on a perch above the Zone and fires shots and Disruptors down into it, forcing you to either abandon the Zone to deal with him up close, throw a Splat Bomb at him and hide in your ink to refuel, or continuously clean up after his shots (not a tenable option, but you could), and would use Echolocator to prevent you from hiding. Agent 1 brings the Splat Roller, and with it she inks a path for her teammates to the Zone and swings at you if you're in range, throws Suction Bombs into the Zone as she gets close to it, and fires the Killer Wail at you as soon as she gets it. Agent 2 takes the Classic Squiffer and sits on a perch on the other side of the Splat Zone, firing at you if you get close and throwing Point Sensors into the Zone otherwise, and will pop her Bubbler if she is attacked; differently from the others, her behavior changes at the last minute, jumping down into the Splat Zone area, popping Bubbler if she has it and coming after you, no longer throwing Point Sensors. Agent 3 packs the Hero Shot, and goes after you, ignoring the Zone unless you've already been splatted, and attacks using rapid-fire and Splat Bombs, and brings Splat Bomb Rush when he/she gets Special.
For Tower Control defense, you would start on the top part of Saltspray Rig and would have to prevent the Cuttlefish crew from getting the Tower from one end to the other (starts on the left side) for 5 minutes, with them getting their Special every 2 minutes; for this level, Cap'n Cuttlefish and Agent 3 spawn from the left side, and Agents 1 and 2 spawn from the right. Cap'n Cuttlefish brings the MK II and cannot go on the Tower, instead sniping you from the spawn-point-platform and tossing Disruptors down if you're in range, and Echolocating you with his Special. Agent 1 brings the Gold Dynamo Roller and will get on the tower if Agent 3 isn't on it; if she's riding the tower, she swings with impunity and will use Splat Bombs if you're out of swing range and she spots you, while if she's off the Tower she chases you and swings when you're in range, and she drops an Inkstrike on your position when she gets her Special. Agent 2 brings the E-Liter 3K and also cannot ride the Tower, instead standing on her platform and sniping you, or throwing Burst Bombs if you get close to her, and she Echolocates you when she gets her Special unless you're already Echolocated, in which case she waits until that's finished before popping her Special. Agent 3 packs Burst Bombs as his/her sub this time, and will get on the tower even if Agent 1 is on it (which prompts her to get off), and rapid-fires and throws Burst Bombs at you if you get in range, and when he/she gets Special, he/she pops Bubbler as soon as he/she gets on the Tower.
For Rainmaker escorting, you would escort a Rainmaker Elite Octoling (has twice as much HP as you do; you're welcome) from one end of Urchin Underpass to just beyond the center on their side, with Cuttlefish & Co. getting Special every 4 splats. Cap'n Cuttlefish brings the MK I to this fight, and stands on his side of the center's platform above the lower area and snipes you, throwing down a Splash Wall if you get close and shooting a Killer Wail at you if he gets Special (could be tricky to do, since he won't chase you or move beyond his sniping point). Agent 1 brings the Carbon Roller Deco this time, and is extremely aggressive, gunning for the Rainmaker Octoling unless you're closer and throwing Seekers at you (but not the Rainmaker Octoling) if you're out of range, and shoots a wave of boats at you (again, only you) with Seeker Rush if she gets Special. Agent 2 brings the Rapid Blaster Pro Deco (not a Charger, but its range is good), and waits in the center in the alley on your side (on the right, you can drop down into the center from it) to attack you with Blaster shots and Disruptors as soon as you reach the center, prioritizing you over the Rainmaker Octoling, and fires a Killer Wail at you when she gets her Special. Agent 3 brings Splat Bombs as his/her sub and attacks aggressively, attacking the Rainmaker Octoling over you if both are available with rapid-fire and Splat Bombs, and breaks out Splat Bomb Rush if he/she gets Special.
For deathmatch, you start on one side of Moray Towers and must splat Cuttlefish's Angels 25 times, with them getting their Special after being splatted 3 times, and you lose if you're splatted 5 times; for this level, you start in the center of the walkway 2 walkways up, as do Cuttlefish's Angels, with the higher levels being inaccessible. Cap'n Cuttlefish brings the MK II and stands on top of the platform above the walkway just to the left of the center (above his side's Splat Zone, if Splat Zones were here, if that helps visualize it) to snipe you and toss down Disruptors if you get close, and Echolocates you if he gets Special. Agent 1 brings the Inkbrush Nouveau (not a Roller, but it's similar mechanically) and is hyperaggressive as usual, chasing you and dropping Ink Mines near Agent 2, and popping Bubbler when she gets near you and has Special. Agent 2 brings the E-Liter 3K (yep) and sits above the center to snipe you if she sees you, tosses Burst Bombs if you get close and Echolocates you if she has Special (and you aren't already Echolocated). Agent 3 brings Seekers for his/her sub this time, and patrols the center, chasing you if you go near Cap'n Cuttlefish or Agent 2 and throwing Seekers at you if you're out of range, and breaks out the Inkzooka to shoot at you if he/she gets Special.
And for the final boss fight, you would start in Inkopolis Plaza at the amiibo display, with the Lobby blocked off, and must score 25 splats against Cuttlefish and the Agents, losing if you are splatted 4 times. Cuttlefish and the Agents get their Specials every 3 splats. Cap'n Cuttlefish spawns where his manhole is, and brings the Bamboozler 14 MK I, running to get away from you and then sniping you, throwing down a Splash Wall if you get somewhat close and running away if you get closer than that, and firing a Killer Wail at you if he gets Special. Agent 1 brings the Hero Roller and spawns with Agent 2, and chases after you constantly, throwing Suction Bombs at you when you're out of swing range, swinging at you when you are in range, and firing a Killer Wail at you when she gets Special. Agent 2 brings the Hero Charger, spawns at the end of the balcony (by where you can see the Squid Sisters) and stays on the balcony to snipe you, throwing Splat Bombs if you get close to her, and throwing Splat Bombs indiscriminately in your direction with Bomb Rush with her Special. Agent 3 brings Splat Bombs as his/her sub, spawns in the same spot as Cap'n Cuttlefish and will follow one of the his/her teammates, chosen randomly with each respawn, and will cover a large area in Splat Bombs with Bomb Rush when he/she gets Special.
I'm not sure that would work, even not as an amiibo, but if it could I'd like to see it.
Again, not a bad idea, but way too much work for an Amiibo.
And some of the playable characters you suggested, would require new content created from scratch.
Especially, *cough*... that man.

Naturally, you would get rewarded for this. Your Octoling Wig reward makes sense, and since the Octoling Armor and Boots are taken, Octoshot Replica would work as a Tentatek Splattershot reskin (they wouldn't add a unique amiibo-exclusive weapon). I wouldn't tie playable Octoling to it, I'd rather have that as part of an update, but I could see that working as an amiibo reward as well.
Yeah, personally I'd also go for playable Octoling as an update.
But as an Amiibo reward, it surely would be a selling point for it, that people will jump on... probably.
 

ILikeKirbys

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Single Life.

Tho admittedly, the bosses would be terrifying with just one life.
Especially Octavio.
Still, if everyone loves the Octoling so much, they gotta work for their Octoling rewards. >:3
Oh yeah, that would be scary. Nothing I couldn't handle (I've done it with a Roller, it'll take more than that to make me sweat), but scary.
But a quick suggestion; for extra difficulty on Octavio, maybe no Armor and Specials as well (or less frequent Armor? It'd definitely make Single Life mean nore if you had to dodge ALL THE THINGS at risk of having to start over.

Again, not a bad idea, but way too much work for an Amiibo.
And some of the playable characters you suggested, would require new content created from scratch.
Especially, *cough*... that man.
You mean Cap'n Cuttlefish? Well, that's probably within the realm of doable for an amiibo thing, they already have a model ready for him and would just have to add new animations (same for Agents 1 and 2). But yeah, there's no way all of that would make it into an amiibo.
Hell, I doubt that'd happen at all, but I'd like it if it did.

Yeah, personally I'd also go for playable Octoling as an update.
But as an Amiibo reward, it surely would be a selling point for it, that people will jump on... probably.
Yeah, that would probably get people to grab at least that one amiibo.
 

Paragon-Yoshi

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Oh yeah, that would be scary. Nothing I couldn't handle (I've done it with a Roller, it'll take more than that to make me sweat), but scary.
But a quick suggestion; for extra difficulty on Octavio, maybe no Armor and Specials as well (or less frequent Armor? It'd definitely make Single Life mean nore if you had to dodge ALL THE THINGS at risk of having to start over.
That last part on the narrow walkway still makes Single Life a challenge.
Since it is so easy to fall off there.


You mean Cap'n Cuttlefish? Well, that's probably within the realm of doable for an amiibo thing, they already have a model ready for him and would just have to add new animations (same for Agents 1 and 2). But yeah, there's no way all of that would make it into an amiibo.
Hell, I doubt that'd happen at all, but I'd like it if it did.
Still, using already existing animations would look wierd on Cuttlefish.
And I doubt he can fight anymore.
I mean, would he have hired you to do the job for him otherwise?


Yeah, that would probably get people to grab at least that one amiibo.
Indeed
Octolings are insanely popular already.
People love em and want em playable badly.

And with this, I am sure some people would become weak and get that one Amiibo, even if normally they don't care about it.
I know I would. ;P

Also Off-Topic: ANOTHER HIGH-FIVE FOR SHANTAE! :D
 

Nukichuu

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Nice Concept but i dont think we need more Splatoon Amiibos, an Octoling Mode would be nice though
 

ILikeKirbys

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That last part on the narrow walkway still makes Single Life a challenge.
Since it is so easy to fall off there.
Oh yeah, that part at the end. I can see why that could be troublesome (though for some reason, I never had a problem until the end on that squareish platform trying to bat back the glassesmissile, but I see your point).

Nice Concept but i dont think we need more Splatoon Amiibos, an Octoling Mode would be nice though
Yeah, if we don't end up with an Octoling amiibo (which is probable, at least in the short run), a single-player Octoling mode would be a good alternative if they had meaningful differences between Octoling and Inkling, at least to me.
But how would they do that? Any thoughts?
 

DonkaFjord

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Other special rules could be that you lose the health regeneration from dipping in your ink/waiting. Yet another sort of thing I would love to see in a (theoretical) sequel. I feel like octolings/the octarians are very easy for the devs to turn into anti-heroes or at least give us their side of the story/a new menace. I can't be the only one who felt bad and a bit greedy after beating single player and taking away their source of power and basically dooming their race and condemning their domes/dwellings.
 

ILikeKirbys

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Other special rules could be that you lose the health regeneration from dipping in your ink/waiting. Yet another sort of thing I would love to see in a (theoretical) sequel. I feel like octolings/the octarians are very easy for the devs to turn into anti-heroes or at least give us their side of the story/a new menace. I can't be the only one who felt bad and a bit greedy after beating single player and taking away their source of power and basically dooming their race and condemning their domes/dwellings.
Yeah, I did briefly, until I went back to the final boss to see if anything changed and saw that they still had a Great Zapfish every time I went back, so they probably caught their own while you were taking yours back (unless they resteal it every time you go fight the final boss... and put it back themselves if you lose... which is just too stupid for me to believe), which lessens any guilt that could be felt immensely.
Also, yeah, no regenerating health would be really neat too. It'd definitely change my approach sometimes.
 

Paragon-Yoshi

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Nice Concept but i dont think we need more Splatoon Amiibos, an Octoling Mode would be nice though
No we don't need them. But it would be nice to have em. : 3

Other special rules could be that you lose the health regeneration from dipping in your ink/waiting.
IMO, that might be a little overkill.
It is already very easy to die, if you are under sustained fire.

Yet another sort of thing I would love to see in a (theoretical) sequel. I feel like octolings/the octarians are very easy for the devs to turn into anti-heroes or at least give us their side of the story/a new menace. I can't be the only one who felt bad and a bit greedy after beating single player and taking away their source of power and basically dooming their race and condemning their domes/dwellings.
Tho we cannot know for sure, this actually happens.
Sure they had an Energy Crisis. But does that mean they cannot adapt and survive?

Tho I better stop here, before we end up discussing story concepts for possible sequels and prequels.
I want to save that for a later time.

Yeah, I did briefly, until I went back to the final boss to see if anything changed and saw that they still had a Great Zapfish every time I went back, so they probably caught their own while you were taking yours back (unless they resteal it every time you go fight the final boss... and put it back themselves if you lose... which is just too stupid for me to believe), which lessens any guilt that could be felt immensely.
Also, yeah, no regenerating health would be really neat too. It'd definitely change my approach sometimes.
I call Gameplay-excuse.
Aka, the Great Zapfish is back at Inkopolis Tower.
The Great Zapfish in the Final Boss scene is always the same one.
However, they couldn't be bothered to make a plush-version of it apparently.

You shouldn't think too deep into this.
Boss Replays aren't story-canon, despite changed dialogues and the like.
 

AlsoDededork649

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Makes sense, there is no reason for Octolings not to be amiibo exclusive, after all, isn't it just a palette swap, ala Inkling Boy v Inkling Girl?

If the Octoshot was its own weapon though, I think it should be a mix between a Gal and Splattershot, with Splat Bombs and Splat Bomb Rush.

For the amiibo missions, I'd love to see multiplayer matches with OTHER OCTOLINGS BY YOUR SIDE in a single player non online enviroment. Or maybe even you are the Octoling in those Octoling missions in story mode and you have to kill the Inkling 3 times to win (and the Inkling would have crazy armor, I'm talking those fat dummies in the training area.) Although what TC said about you can only kill a certain amount and "Urmagurd ur a traitor" would be interesting.

One thing that would be crazy awesome is you're an Octoling on the trip of kidnapping Cap'n Cuttlefish! I swear Big N, if you do this
 

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