Metroid: Endless Attack "M:EA" --------------------------------------------------------------- Samus --------------------------------------------------------------- Her abilities in this hack will differ greatly form that of the original and many hacks. Instead of Samus being able to equip an arsenal into her inventory she is limited, by game play, to having but ONE feature equipped at a given time. Each Upgrade has a bar which correctly displays the "Ammo" remaining be it full or partially depleted -Each Upgrade will have its own "Ammo" which will all auto regenerate at a rate appropriate to the weapon Equipped. -As mentioned above All Upgrades have a different rate of regeneration -The amount of times/duration which an Upgrade can be used varies based on the ability -Once an Upgrade is used, there is a "cool down" period where the Ability will NOT regenerate. -The "Cool down" period varies for each Upgrade -Once the "cool down" is over the Upgrade will regenerate at its designated rate. -If the player uses the Upgrade before the regeneration has begun, or before it has fully restored the bar, than the "Cool down" will be reset. -If a player switches to a new Upgrade before the "cool down" is over, or has not fully regenerated than the "cool down" will be reset and Ammo Regeneration will be frozen. -If a player Switches upgrades ANY "cool down" is automatically refreshed to whatever delay is designated for the newly Selected Upgrade. -No regeneration will occur until this "cool down" period has completed. -A de-selected Upgrade which is NOT full will remain that way until it is Re-Equipped and Regenerated. -An Upgrade cannot be used if the remaining value of the Upgrade Ammo bar is filled less than the Required Cost per Use -Energy Refill Stations WILL refill all Upgrades --------------------------------------------------------------- Mortgage Rates (in Frames, from Empty, in pixels/every X frames) --------------------------------------------------------------- **Ice Beam** Cool Down......................00f Regeneration to full...........60f Cost Per Shot..................112px Charged Shot...................112px **Wave Beam** Cool Down......................60f Regeneration to full...........30f Cost Per Shot..................28px Charged Shot...................112px **Spazer Beam** Cool Down......................60f Regeneration to full...........1800f Cost Per Shot..................2px Charged Shot...................56px **Plasma Beam** Cool Down......................60f Regeneration to full...........3600f Cost Per Shot..................4px Charged Shot...................80px **Grapple Beam** Cool Down......................00f Regeneration to full...........300f Cost Per Shot..................1px/4f Behavior: -Ammo begins to deplete ONLY once a grappling hook is snagged. Cooldown begins when connection with the grapple block is broken. --------------------------------------------------------------- **Bombs** Cool Down......................Default Regeneration to full...........Default Cost in use....................N/A Behavior: -Bombs will behave just like in redesign. -Once samus is airborn her bombs will STOP regenerating until she touches ground. **Missiles** Cool Down......................60f Regeneration to full...........300f Cost Per Shot..................11.2px **Super Missiles** Cool Down......................60f Regeneration to full...........1800f Cost Per Shot..................56px **Power Bombs** Cool Down......................60f Regeneration to full...........3600f Cost Per Shot..................56px Power Charge shield............30px **Power Suit** Cool Down......................N/A Regeneration to full...........N/A Cost...........................N/A Behavior: 1 hit Kill from spikes **Varia Suit** Cool Down......................120f Regeneration to full...........300f Cost in use....................1px/60f Behavior: -When Varia is equipped Samus takes 10 damage from spikes, and NO multiplier -Getting hit with spike damage drains 28px from amm bar for Varia -Cooldown gets reset every time samus takes damage -Regeneration of Ammo ONLY when In rooms that are NOT HEATED **Gravity Suit** Cool Down......................00f Regeneration to full...........300f Cost in use....................1px/60f (water) 1px/20f(heat) Behavior: -When Gravity suit is in use in a HOT area Ammo depletion for Upgrade tripples. -Regeneration of Ammo ONLY when In rooms that are NOT HEATED and when Samus is not in a body of liquid. **Screw Attack** Cool Down......................60f Regeneration to full...........3600f Cost in use....................22.4px Behavior: -Upgrade ONLY drains by cost unit every frame an enemy is damaged by the Screw Attack -Using the Screw Attack to jump large gaps will NOT drain any Ammo from Upgrade, UNLESS An enemy is hit by Samus during the jump. **Hi-Jump** Cool Down......................60f Regeneration to full...........300f Cost in use....................11.2px Behavior: -When upgrade is equipped Samus can jump Higher, AND Springball -Both abilities Drain from this Upgrade -Cooldown begins only once samus has touched the ground after the jump **Space Jump** Cool Down......................00f Regeneration to full...........120f Cost in use....................22.4px Behavior: -Space jump can only be used 5 times in mid air -The cooldown is started AFTER samus has landed. -Once the bar depletes samus will not be able to jump again, and will simply fall **Speed Booster** Cool Down......................60f Regeneration to full...........1800f Cost in use....................1px/6f Behavior: -Once samus becomes blue suit the Ammo depletion Begins -upon charging of the shine spart Regeneration can occur -Shine sparking again will continue to drain the ammo again -Spark Charging on a ledge continues to deplete Ammo -When Ammo for Speed Booster reaches 0 Blue suit is Removed, samus returns to running normal speed. -If deplted in the middle of a shine spark samus will act as if she "ran low on energy" impacting mid air, falling.