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Community  »  Game Development  »  2015 Update Preview : Stats, Alts, and Elemental Forces March 21st, 2015 at 6:34pm

Hey! Remember the "Winter Update Preview" thread? Mind-blowing, right? Yeah? Now forget that! That's the past! Shut it off, Zhu Li! A lot has changed since I created that other topic and I'd like to start fresh. Some screenshots will be re-posted, some will be new. All will attempt to be more rel… Read More
2015 Update Preview : Stats, Alts, and Elemental Forces
Posted by Adrian Marceau on March 21st, 2015 at 6:34pm
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on March 23rd, 2015 at 9:23pm #46
@Adrian Marceau : Although I did agree with the SNC solution we arrived at, I like this one better. It still gives the primary core the emphasis it needs, but also doesn't necessarily penalize the 2nd core abilities either. Whether or not the opportunity cost is balanced out is something we'll have to see after the update has been applied, but from where I'm standing it looks great to me.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on March 23rd, 2015 at 9:29pm #47 ( Edited : 2015/03/23 at 9:30pm )
@AlphaOmegaZX : Thanks AlphaOmegaZX - welcome to the community and I'm glad you enjoy the game! :D

@Jdude330 : I believe the new mechanics proposed earlier in the thread should solve all those balancing problems in regards to player battles (single-player campaign effects are another beast) but thank you for your input.

@Bt Man : Yes, that is correct. Because Guts Man does not get WE reduction bonuses from abilities equipped this way, the Fire Chaser would still cost 8 WE to use (out of 10) which is quite a lot. I think there will still be a lot of strategy involved.

@Jdude330 : I don't think equipping Guts Man with a Flame ability is totally useless. Under the right circumstances he would do a lot of damage. If you have him hold a Flame Core he could theoretically equip Fire Chaser and another move like Flame Buster in a second slot. Charging the Flame Buster boosts Flame type abilities by 50% as long as you have the glow, so if you use Fire Chaser right after that Guts Man could easily do lots of damage and function as a dual type robot if you wanted him to (just as any one else could). It's just one of many options though - maybe you value added WE/LE instead of more moves - it's completely up to you.

@Retro Pikachu : I'd be curious to know what you liked about the mechanic. Whenever I was playtesting I found it kind of boring and of little use - the WE and damage bonuses didn't seem worth blocking off the rest of your move pool. Please let me know how you used it effectively or why you liked it and I'll see if I can leave it in some way. Maybe if a Copy Core holds onto a core it also changes their colour? Let me know what you think.
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on March 25th, 2015 at 5:24pm #48
@Adrian Marceau : About alpha, He's not new... He resetted. That was his name a while ago...
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on March 25th, 2015 at 7:15pm #49 ( Edited : 2015/03/25 at 7:22pm )
Just wanted to post a few new update screenshots. Tomahawk Man - sprite editing by The Zion and assembly by myself - has finally been added to the update and will appear in post-game battles just like the rest of the preview bots. You can catch a gimps of him on the bench in these two Bonus Field screens:

Bonus Field vs Impact and Earth Cores

Rhythm defends against an Oil Slide from Concrete Man

Note that in these screenshots, my game only has 4 Impact Stars and 0 Earth Stars - this is why Rhythm's defense against the Oil Slider is only boosted by 40 points as opposed to the 2,520 points that our "1024 club" would benefit from post-update. :)
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on March 25th, 2015 at 7:21pm #50
@Adrian Marceau : Nice. So, Why is there 4 opponents at the start instead of 6? eh.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on March 25th, 2015 at 7:42pm #51
@Adrian Marceau : So, at some point in time, we will face Tomahawk Man?
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ThatOneEnderMan
266,562,644,975 BP
6 TP | 293 PP
Posted on March 25th, 2015 at 7:58pm #52
@Adrian Marceau : Tomahawk Man, eh? Now, there is only plant man (I heard MBM was making plant man sprites, but i'm not too sure.) And centaur man. Also, the starforce now boosts defence now? Or was that always a thing?
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on March 25th, 2015 at 8:02pm #53
@Bt Man : Yes, at some point in time, you'll be able to face Tomahawk Man in the Bonus Field. A few(or more) Updates after that, and we'll probably be gain his Field as well.

@ThatOneEnderMan : Yes, Tomahawk is finished. I'm not making Plant Man sprites, however, Raynor is. If he doesn't finish after a while though, I'll take the relms. I do plan to make sprites for Centaur in the future though :) And yes, in the Update, Starforce will also be able to block elemental damage.

I should also mention that I made the colors for Tomahawk, and provided a few sprites of my own that may or may not show up. Everything else though, was Zion :)
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on March 28th, 2015 at 5:03am #57
@Adrian Marceau : Sorry for the wait!

I'm actually not too sure why I liked the core change system. I guess it's the fact I'm a sucker for super forms (Super Adaptor, Super Sonic, Starboy, Mega Evolution, Beast Out, etc etc) that having the copy core bots transform and have more uses of ____ kinda felt OP. The good kind of OP. However, I can see why it can be viewed as boring, and the new sub-core system allows for lots of battle strategy and allows me to give Roll "the ultimate cleanser" :3
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on April 3rd, 2015 at 2:44pm #58 ( Edited : 2015/04/03 at 3:23pm )
@MetaKirbSter : There are four opponents in that screenshot because I adjusted how many show up on the Bonus Field II mission. It might change back before launch but there's a related idea I'm still debating with myself. I'll let you know when/if this changes.

@Bt Man : Yes, Tomahawk Man will eventually be in the game when the update is released. He wont be unlockable but you will be able to challenge him on the bonus fields and any Earth type starforce missions like the other preview bots.

@ThatOneEnderMan : Yes, when the new update is released the mechanics of starforce will change. Rather than boosting all abilities of a certain element by 10%, starforce will instead grant +10 Attack toward and/or +10 Defense against all damage of that type.

@Retro Pikachu : Thanks for responding. I'll take your words into consideration for possible mechanics in the update. I am a huge fan of super forms too - it's the reason I put that mechanic into the game in the first place - but after player with the system I felt it added little to the game. Maybe I was mistaken. I'll let you guys know if anything changes.
I also have some additional information to reveal. Mostly revisions to existing mechanics, but also a bit of clarification on some new ones.


Hold Item Mechanics
The hold mechanics for items have been revised again after discussing them in the last few SNC sessions. I am fairly confident that these options provide the most balance while still allowing for some creative strategy. Please see the following document for the new draft of the mechanics:
item-hold-mechanics.txt

Battle Points Mechanics
The battle point mechanics have remained relatively unchanged with one important addition. Much like it is right now, missions have a base reward value and a target amount of turns that are used together to determine you final points - the new mechanic here is that missions will also have a target amount of robots in your party. You can easily select more of less of those robots (min 1 and max 8 like always) but your choices will affect your final reward in the same way the turn counter does. Please see the following document for more details:
battle-point-mechanics.txt

Difficulty Mode Mechanics
After the announcement of the difficulty modes many users started to panic about the effect on their games and the logic and math involved, but I'm here to assure you it's not that bad and come a long way since it's initial conception. The basic calculations for battle points will not change between difficulties and will instead only impact the final reward by +/-10% of the base. The target amount of turns and the party size limits will also remain consistent between mode and have no modifiers. Instead, there will be changes to the enemy intelligence level and the consistency and type of item drops. Please see the below document for more details:
difficulty-mode-mechanics.txt
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on April 3rd, 2015 at 3:01pm #59
@Adrian Marceau : Alright. Thanks, Adrian.
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ThatOneEnderMan
266,562,644,975 BP
6 TP | 293 PP
Posted on April 3rd, 2015 at 3:40pm #60
@Adrian Marceau : I like this change to starforce, it will make grinding stats just-wee-bit-harder, and easier at the same time. Also, the PBs are gonna be a little harder and easier too...Though, with the new Battle Point Mechanics, will this make PB grinding a bit tougher? Then again...when fighting a all level 100 team, that would get quite a lot of points...
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