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Use this thread for any and all game-related suggestions that you may have. If you believe the topic or suggestion is large enough to warrant it's own thread, you are free to do so at your own discretion. That being said, this thread is really anything-goes in relation to how the game flows and fun… Read More
Prototype Devroom : Game Suggestions Posted by Adrian Marceau on June 24th, 2013 at 5:40pm Viewed 12215 Times
Posted on February 23rd, 2014 at 8:25pm #136( Edited : 2014/02/23 at 8:42pm )
I think Tail's idea is excellent. It reminds me of the Battle Frontier in Pokemon Emerald. Since starting back at level 1 after entering puts every player on equal ground, there could even be a leaderboard for it that shows which players have gotten the farthest.
I also love how that game mode would emphasize strategic team construction rather than grinding. You won't be able to easily beat higher-level enemy RMs in this game mode. Robots like Roll would actually be quite good for supporting the team and stalling opponents in this low-level environment. Forming a team that can pull off attack combinations (like Bubble Spray + Bright Burst) would actually be worth doing.
Would the player's star force carry over into this game mode? I think it would probably give an unfair advantage to the player unless the enemy team also gets its own star force. Players without the full star force would also be at a disadvantage as well if so.
@Gigggas, that is a good point. If I were designing this mode (I probably COULD if I knew more about web programming...), I guess I would not allow starforce to be used entirely in the competition to simplify things.
Since there's a slight interest in the idea, though ultimately Adrian would have the final say, I believe, allow me to be a little more specific in how the battles would progress in the competition. I have selected my 8 robots to participate, and I equip my robots with my abilities so that I could be as well prepared as I could for anything that comes my way, so naturally my robots would have an ability or two that damages all enemies, as well as some strong hitters. In my first battle, I come across a fusion stage of Guts and Dust, so I am in this stage and situation:
Battle 1: Stage: Mountain Scrapheap (I forget the field modifiers...) Goal: 16 turns
The Goal is an important figure in the Battle Museum. How quickly you finish your battles determines what your next enemy team will be. To keep it simple, this is how much the difficulty will increase based on your performance:
1-15: Much harder Exactly 16: Somewhat harder 17+: Little harder
Here are example teams of what would happen based on how soon I finish the current team, assuming the same fusion stage (the stage is different after each battle):
Eventually the RMs will take over and you will usually fight a team of 4-8 RMs with some mechas for fewer than 8 RMs, and when they hit level 100, their stats (except for Energy), will continue to increase, much like player robots can when they hit level 100. That's how the difficulty will increase during the competition. Unlike in the Demo Battles (now THOSE are hard...), your robots will level up. Although your opponents will hit level 100 before your robots do, you will hit it eventually as well, and stats for all of your robots will gradually increase as you continue to win battles. That's basically what I envision for a "beta" of this idea.
@shrek ogre I don't think Shrek would be in the game. The main robots haven't even been finished yet, Shrek doesn't really have a role here, and I don't think they have 8-bit Shrek sprites out there.
Some time ago, Adrian said that he wanted the secondary abilities to be dual type (or something along those lines). Here are some suggestions:
Rising Cutter: Primary Type: Cutter Secondary Type: Earth/Shadow Reasoning: The Rising Cutter seems to come strait out of the ground (Earth). The shadow part comes from it coming from the shadows.
Danger Bomb: Primary Type: Explode Secondary Type: Flame Reasoning: The Bomb has recoil which is what Fire Type Pokemon in the TCG are known for (I know it's not that good, but it might work for a dual type ability).
Time Slow: Primary Type: Time Secondary Type: Space Reasoning: Time and Space are sometimes judged as similar matter (heck, the MMKB has Time and Space robots in the same category: Spacetime).
Posted on April 9th, 2014 at 12:06pm #145( Edited : 2014/04/09 at 12:08pm )
The ability to search all the players on the leader board, and attack them. I WANT REVENGE! Also, if people attack you, a place to see who attacked you to get the ability for sweet revenge would be AWESOME!
Metal Man-Switches the room so faster robots are slower then slow robots.
Heat Man-What Spinstrike said about Atomic Tackle.
Wood Man- Has leaves fall from the ceiling while Wood Man falls near the opponent to stun them for a turn. The leaves strike multiple times for damage.
Air Man-Charges for a turn to make a junk tornado, which is wind and impact
Crash Man- Blows up part of the field, landing on the opponent(changes to type of field)
Flash Man-Freezes time and shoots multiple buster shots, hitting the opponent 7 times (if hits)
Quick Man-Charges at the opponent, acting much like Quick attack from Pokemon.
Why not add more Robot Masters? I'd say set a maximum limit of 30 (2 support bots and 8 Robot Masters for each doctor if you balance it out), but we should be able to have some variety among our bots. After all, a large number of my favorites are from the later Mega Man games.
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