Is it wrong I would find this extremely fun?
No, because I would too.
What would be even better? Multi-player on some of these mini-games. Race your friends down Snake Way! Or have a friend running around as Bubbles while you try to catch him!
Haha, that would be a neat alternative too. Instead of always trying to
catch Bubbles, having the option to be Bubbles and try to avoid being caught for a certain amount of time.
And I still hope they've got a Greggory mini-game in there too. Wouldn't be hard to do, just adapt basic Homerun Derby style gameplay so you're smacking a little bug instead of a baseball.
Now, on to other things. With the return of the capsule system in this game I've decided to write out and post my 'ultimate capsule system' concept. I may have done so previously at some point, who knows, I've been here for a while. But meh, I if I did I'm doing it again.
I think I covered everything with this description but... if something doesn't make sense or you notice a hole in the idea let me know. It's probably something I already noticed and just forgot to address.
My idea of the Ultimate Capsule System:
First of all, capsules are broken down into 7 groups. Physical Attack, Ki Attack, Ability, Offensive Boost, Defensive Boost, Item, and Special. Each group has its own set of capsules and the various groups come into major play thanks to a few features my "UCS" would have. I'll break down what's in each group.
Physical Attack: Pretty self-explanatory, really. This is where a characters physical attack moves would go. Their throw, for instance, physical combo moves, and so forth. For something like this, however, there would need to be greater variety than what has yet been seen in any of the Budokai or Sparking! games. Multiple different types of special phyiscal combos from ones used close range to ones better suited to be activated from long range. No less the 5 physical moves per character would cut it.
Ki Attack: Again, self-explanatory. This is where all the Ki based moves would go. The Kamehamehas, Spirit Bombs, Masenkos, Death Beams, and so forth. Be it a regular attack or an Ultimate. Again, for a number of characters more variety would be needed and no less than 5 moves should exist for each character.
Ability: Ability is for such things as power-ups and transformations. For a lot characters this group would be quite empty. Such as Videl or 17 or so forth. For others this is where you would find things such as Kaioken, Super Saiya-jin, "Unlocked Potential", and so on. Again, rather straightforward.
Offensive Boost: This is where all capsules that directly boost a characters offense would be found. Things like "mixed blood" and so forth that increase the offensive stat. However, unlike in previous Budokais, instead of increasing the stat by a percentage it'd be by points. Like 5, 25, 50 or such. Which would tie in to my leveling system (which is partly tied into the capsule system so will be mentioned later as well).
Defensive Boost: Same as the Offensive Boost group but for defensive stuff instead, like the armor capsules. This would also be where speed boosting capsules would be found. Due to the two groups being seperated in this system capsules that boost offensive and defensive stats both would appear in both groups.
Item: The Item group would be for the new type of capsule that appeared in B3. It would have items you can use only by activating them during the battle. Healing items like Seznus, items that give temporary boosts to a stat or two, and such things. Think of some of the Blast 1 stat modifiers you have in the Sparking! games for a general idea of some of the things you'd find here.
Special: Special is where you'd find such things not covered by the above. Things like Fusions, Breakthroughs, "Freeza's Spaceship", "Piccolo's Regeneration", and assortment of other things. Most important of which is a brand new capsule type for this system, the type that helps to make this the "Ultimate Capsule System". Tray Expansion Capsules.
What are Tray Expansion Capsules? Well, as the name implies, TECs are capsules that expand the size of the tray by adding new sub-trays. They are single slot capsules that come in a couple of types. Physical-Expansion, Ki-Expansion, Ability-Expansion, Off-boost Expansion, Def-boost-Expansion, and Item-Expansion. The type of TEC you set determines the type of sub-tray you get. IE, setting a "Ki-Expansion" TEC will open a Ki Attack sub-tray to which only Ki Attack capsules can be set. Ditto for the other types.
You are limited to setting no more than 4 TECs of one type and a mximum of 7 TECs in all as Special type capsules can only be set to the default tray. But on these special sub-trays you can set any capsule of that type. And for the Physical and Ki Attack capsules you can set up to 7 of them. The more you set the stronger the move is and the animation changes with higher numbers as well. For example having 1 or 2 set Spirit Bombs would look like the Saiya-jin Saga version. Having 3 or 4 would be like the Freeza saga one. 5 or 6 Spirit Bombs would give you the Super Spirit Bomb. And setting 7 would give you GT's 'universal' Spirit Bomb. The same would hold true for all other attacks.
Also, Fusion capsules would act similar to a TEC. Setting a fusion capsule would then bring out the default tray of the fusion in question and you could then set capsules to him as you would any other character.
Now, the number of repeat capsules you can set would, initially, be limited. This number would increase as you gained in levels. At first, you could only set 1 of any type of capsule. Then at, say, level 10 you can set two. At level 25 you can set 3. 45 lets you set 4. 70 ups that to 5. Level 100 gives you 6. And then at level 150 you can set 7.
Maximum level would be 777 and each level gained would give you 5 points to distribute between 8 stats. Phyiscal Attack, Physical Defense, Ki Attack, Ki Defense, Ki Control, Speed, Stamina, and Item Effectiveness. The first four are self explanatory. Higher Ki Control reduces the Ki cost of moves, slightly increases your Ki charging speed, and can even up your base line after being raised high enough. Speed increases movement and attack rate, as well as recovery after using specail attacks or being winded from lack of stamina, and also slowly and slightly increases your counter window (for timing things like teleport counters). Higher stamina means it takes longer for you to run out of stamina (and thus enter the 'stunned' stance). Item effectiveness ups the increases of equiped boosting capsules as well as the increases of activated item capsules. All levels max out at 700 points.
And, of course, with stats like those there would be a pretty large gap between high level and low level characters in terms of overal abilities. For example, a character with maxed out Attacks could likely OHKO a character without any points in either defenses. Meanwhile a character with maxed out Defenses would take 0 damage from a charcter without any points in either Attack stat.