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Community  »  Game Development  »  Prototype Devroom : Game Suggestions June 24th, 2013 at 5:40pm

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
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455 Comments

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Toastman
25,201,694,123 BP
0 TP | 47 PP
Posted on April 20th, 2014 at 11:50pm #151
@KingYamato All of the Robot Masters and Star Droids will be in the game and usable in battle.
In Bonus Field II you have a chance at fighting some of the unfinished robot masters (including the full cast of 5 and 3) and can acquire the weapons of the Robots from 3 via copy shot. The Robots from 3,5,6,7, and 9 will be released in the next two expansions. Adrian had a image of his little notepad where he keeps his ideas about the chapters and what players fight what Robot Masters somewhere on the forums.
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on April 21st, 2014 at 11:46am #152
In Final Destination III, you fight the so-called "Powered Up Copies" of the Robot Masters. However, the only thing "Powered Up" about them are their levels. I'm not asking to give them new stats, signature attacks, etc. Maybe in the future (or someday) you can make it so that the Robot Masters are similar to the Copy Core robots in Final Destination II (dark aura).
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on April 21st, 2014 at 12:35pm #153
With all the charged weapons and status attacks there are and will be, I think a drop-down menu showing temporary effects and their durations would help see which Busters are charged and how long your Robot Master is unable to switch.
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on April 21st, 2014 at 4:05pm #154 ( Edited : 2014/04/21 at 4:45pm )
What about Special Dialogue? As in......

Proto Man to Mega Man
Start: "Let's see which of us father made stronger! "
Victory: "Your trust is holding you back from defeating me...."
Defeat: "Maybe you are the superior model, Mega Man..."

Mega Man to Proto Man
Start: "Proto Man, what are you doing?!"
Victory: "I really didn't want to do that to you....."
Defeat: "You did really good, Proto Man....."
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on April 24th, 2014 at 11:12pm #155 ( Edited : 2014/04/24 at 11:18pm )
Crash Bomb is a really weird weapon...whenever I use it, it barely does any damage, yet whenever I go against the AI and it uses the move, the move almost always destroys my robot, even if the Explode modifier is normal. So I looked around to see if there are any stages that I could play on to reduce the effect of the move...and no stage exists that puts the Explode modifier below x1.0. I think this is the only element in the game that stages do not set any unfavorable modifiers for Explode. Think this can be changed in the future (and also maybe try to make the damage more consistent between the player and the AI, or else clue me in on how to make the move stronger when I use it (I let it go off on its own, but it barely does any damage...))?
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on April 25th, 2014 at 7:02am #156
@TailsMK4

The only way I've found to make Crash Bomber better is to increase the multiplier on the field. It's main use is picking off high-defense enemies, I think, but that seems a bit wasting of Crash Man's Attack stat.
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KingYamato
404,775,631 BP
3 TP | 34 PP
Posted on April 30th, 2014 at 10:12pm #157 ( Edited : 2014/05/01 at 12:15am )
Just a suggestion, since a new text box scrolls onto the feed every time an attack is made or a robot takes a hit, why not add attack/hit quotes for robots? I'm not talking just one here either; I'm talking the multiple responses you get like in MM8 boss battles. Shouldn't be too hard to create an RNG that would just pick one, though it might slow down battles since there's more to load per action.
Technical obstacles aside though, combat-related voice responses were one of the few things I think MM8 got right, and I see a lot of potential for it to be used here. Even if there aren't responses for each attack or hit a robot takes, I think that when some sort of passive ability (beneficial and detrimental passives would have different responses obviously) like Atomic Fire's attack increase or Bubble Spray's increased vulnerability to Electric-based attacks (respectively) is cast on a robot or they're given an item (mostly thinking of when given an extra life) they should at least have a response for those kind of things, even if there is only one.
For some examples of what I'm suggesting, look at my last post in the Make-A-Moveset thread.
Another option would be to script a certain voice response to every move (for example, "You're fried!" would always be scripted to the Thunder Beam if implemented).
@TailsMK4 Crash Bomber deals damage as a percentage of a target robot's health. Thus because your robots probably have more hit points than the enemy's they take more severe damage (10% of 800hp is 80 while 10% of 40hp is 4).
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on May 3rd, 2014 at 11:14pm #158
Maybe add in some of the lesser known robot masters such as Bond Man and the robot masters from Rockman & Forte: Mirai Kara no Chousensha.
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on May 4th, 2014 at 11:58am #159
@Phantom Man They might be added. Bond Man already has quotes and a class.
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Fast Unit
22,413,146 BP
0 TP | 9 PP
Posted on May 25th, 2014 at 11:14am #160 ( Edited : 2014/05/25 at 12:18pm )
I have suggestions for how some of the currently non-implemented abilities could work, if this is where I can put them.

Scorch Wheel: Increases speed by 9% and multiplies damage with each use until the limit is reached or another ability is used.

Plant Barrier: Instead of boosting defense, Plant Barrier will give a passive "regen" effect to the user. Using Plant Barrier twice will throw the shield, removing the regen effect. Weapon energy will be used up every turn Plant Barrier is active, and recovery is halved if the user is benched. Plant Barrier will automatically dissipate if weapon energy runs out, if the user is hit by or uses a Flame, Cutter, or Freeze ability, or if a different Shield ability is used.

Gyro Attack: The ability can target any two robots on the target's side of the field. The damage will be split between the two targets. If the two targets are the same robot, that robot takes the full attack.

Flash Bomb: Flash Bomb has a chance of lowering the target's accuracy, making their attacks miss more often.

Noise Crush: After using Noise Crush, the projectile will bounce back and the user will absorb the projectile, charging up the Noise Crush for a second, more powerful attack.
- On a similar note, shouldn't Shade Man have an affinity to Shadow? He absorbs your Noise Crush if you use it against him during the Robot Master rematches in MM7.

Junk Shield: When Junk Shield is activated, a shield made of scrap metal will protect the user. Instead of boosting defense, however, the Junk Shield will simply absorb some of the damage taken (like Substitute from the Pokémon games). Junk Shield can be thrown to deal damage to multiple robots on the opponent's side, as the junk splits apart when thrown. Junk Shield will automatically be removed if the user gets hit by an Explode ability, uses a different Shield ability, or if the shield takes too much damage.

Thunder Wool: The user launches static-filled wool into the air above the target. The wool will eventually release a thunderbolt that deals percentage damage (like Crash Bomber). Manually triggering the attack early will weaken the attack.

Break Dash: On the first turn, the user charges to build up power and boost attack by 10%, then dashes toward the target to deal damage. This attack does have some recoil damage, so be careful!

Chill Spike: The user creates a field of icicles near the target's feet. The robot in the front row will take Freeze damage at the end of each turn for a set amount of turns. The effect can be ended early if the target gets hit by or uses a Flame ability. Consecutive uses while the icicles are still active will simply do Freeze damage instead of extending the duration of the icicles.


I hope you'll consider at least some of these ideas!
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SpartanCommander
365,350 BP
0 TP | 1 PP
Posted on May 25th, 2014 at 2:50pm #161
Team Attack's.

Since their are multiple robot masters from different groups it would be awesome if you can take advantage of it and employ their attacks for a team work attack.

Like Using megaman's copy of Thunder Beam and Elec Mans thunder beam creating a double thunder beam.

Or maybe using Metal man's Metal blade is used in conjunction with Heat man's Atomic Fire. To super head that blade to the point of it's glowing hot. Thus making a combo cutter fire attack weapon.
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on May 25th, 2014 at 3:14pm #162 ( Edited : 2014/05/25 at 3:16pm )
Sounds like a lot of work for not much gain. Also, there's already Flame-Cutter attacks in the works.
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Icy Rshek
1,600 BP
1 TP | 48 PP
Posted on May 25th, 2014 at 11:27pm #163
How would it work? Only one robot can attack per turn and allowing two might change the entire system. Course, double battles would be pretty cool.
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on June 5th, 2014 at 3:09am #164
The addition of Doc Robot as a Copy Core, seeing as though the only robots that are Copy Core are Mega Man, Proto Man, and Bass.
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on June 5th, 2014 at 6:53am #165 ( Edited : 2014/06/05 at 7:21am )
Speaking of that, maybe each game could have a secret Robot Master you get for, say, beating every mission with one character or something, maybe changing requirements for each game.

MM1 gets Mega Man?, 2 gets the Alien, 3 gets Doc Robot, 4 gets Break Man, 5 gets a Dark Man, 6 gets a downsized Metonger Z, 7 gets a smaller Guts Man G, MM8 gets someone who probably isn't Duo, MM&B gets mini-King or something, and no idea for 9 and 10. Fake Man and Mega Man X?
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