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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 12362 Times
I like the idea of a hidden character, but maybe a different requirement for getting them, like either beating all of the missions at least once or maybe after a certain amount of victories for each game (like say completing MM1's stages 100 times). For me I'm still trying to figure out how Rush and the other support robots could play a role in this game. Perhaps each player can obtain a "defensive" support and an "offensive" support? As in:
Light: Rush (defensive), Auto (offensive) Wily: Reggae (defensive), Treble (offensive) Cossack: Beat (defensive), Tango (offensive) (or we could probably put Tango as Light's offensive support and make an original support for Cossack's offensive support? I know Tango isn't really Cossack's, but I'm not sure what else could go here)
Some ideas:
Rush Support: Rush will counter-attack for half damage any damage dealt to the robot Rush is attached to. Auto Support: Auto will toss screws at the target robot for a 50% chance of disabling a robot's move for three turns (say if the screws hit the Buster Shot move, the affected robot cannot use Buster Shot for three turns). Reggae Support: Robots that Reggae is attached to will use the next attack they are hit with automatically, even if the attack is normally not selectable for that robot (say Fire Man is hit with Rain Flush while he has Reggae. On Fire Man's next turn, he will automatically use Rain Flush if the player selects to attack, even though he cannot use it normally). Treble Support: Treble fires 20 shots at random targets on the field, dealing a small amount of damage per shot. Beat Support: Robots with Beat's shield will take only quarter damage for the next three attacks. The shield expires once the third attack is dealt. Tango Support: Tango launches itself at the front-line robot, ignoring Defense. Tango COULD hit other robots, but that chance is like Hyper Bomb hitting more than one robot.
The supports are selectable abilities, btw. They can be obtained by BP points just like the Stat Boosters.
@TailsMK4 I actually think it should be Offense and Support. I also believe we should switch Rush and Auto since in Power Battle, Auto assists you and Rush attacks for you.
Also, unlockable characters would be pretty cool. I do think that using "smaller huge" characters isn't the best idea, since Bosses will come one day.
Posted on June 7th, 2014 at 12:37am #169( Edited : 2014/06/07 at 2:19am )
A few more ability suggestions, woo!
Tornado Hold: Tornado Hold deals damage and launches the target up into the air for one turn. While in the air, robots are protected against most forms of damage, including Chill Spike's passive damage effect (see my previous post). However, "anti-air" weapons such as Silver Tomahawk or Tengu Blade will deal double damage to targets in the air. Robots trapped in the air cannot switch or have items used on them.
Galaxy Bomb: Galaxy Bomb will temporarily trap the target in a wormhole, dealing damage and removing the target from battle for a few turns. Robots removed from battle cannot be targeted, switched in, or have items used on them. Uses of Galaxy Bomb if the target side has only one robot left or already has a robot removed from battle will simply deal Space/Explode damage without the trapping effect.
Danger Wrap: Danger Wrap traps the target in a rising bubble with an explosive. While inside the bubble, the target can still attack, but will deal damage to the bubble instead of to the intended target. If the bubble takes enough damage, the bubble will pop, releasing the robot inside. After a set amount of turns, the bomb will explode, returning the trapped robot to the ground and dealing damage. Flame abilities will detonate the bomb early, and Cutter and Freeze abilities will pop or break the bubble with no damage taken. Trapped robots cannot switch, or have items used on them. Additionally, anti-air weapons will deal double damage to the target. If the target is disabled, the bubble pops and the explosive detonates, damaging the robot that switches in.
(I seem to be a fan of trapping weapons, hehe.)
Spark Chaser: Spark Chaser fires a homing laser, hitting the target up to five times with perfect accuracy. If the target is disabled before all five hits connect, Spark Chaser will attack the next robot that switches in.
Posted on June 7th, 2014 at 6:28am #170( Edited : 2014/06/07 at 6:51am )
I feel like following Fast Man's lead and doing the Shield abilities. Not raw numbers though, I'm bad at doing that.
Mirror Buster The user is unable to attack, switch, or use items for two turns. After, all damage the user took is doubled and returned.
Star Crash The user creates a set of orbiting stars, which can then be thrown to hit all opponents.
Plant Barrier The user connects to a shield of plant life, allowing them to heal 15% of their Life Energy each turn, or throw the shield to drain their opponent's Life Energy.
Junk Shield The user assembles a shield of scattered debris, reducing damage by 25%. This shield can also be thrown for massive damage!
Jewel Satellite The user forms a shield of jagged gems, raising Attack by 20%, which can then be thrown for massive damage.
Water Shield The user creates a slick barrier of water, raising Speed by 20% and allowing them to throw the shield.
I can't believe nobody has suggested this before. Anyway, many problems that people talk about is not being able to defend yourself. We know StarForce will help as seen in the upcoming update. Perhaps in a future update, we could pick strategies that our player AI could use such as.... "Switch when things get heated!"
1. If Enemy is/Enemies are weak to Water, Rain Flush. 2. If Enemy is/Enemies are weak to Time, Flash (Time) Stopper. 3. If Enemy is/Enemies are weak to Crystal, Gemini Laser. 4. If Enemy in sight, strongest elemental/neutral attack.
Works everytime, maybe except for 3 since Gemini Laser will be fairly weak until Crystal Man comes along.
Posted on June 9th, 2014 at 5:30pm #175( Edited : 2014/06/09 at 5:34pm )
So things like
1. If opponent has less attack than own defense, use Attack Mode 2. If enemy is immune or has affinity to Explosive, use Wily Buster 3. If enemy has higher defense than own attack, use Crash Bomber 4. If enemy is has less defense than own attack or is weak to Explosive, use Hyper Bomb
Posted on June 11th, 2014 at 11:11pm #176( Edited : 2014/06/12 at 12:04pm )
Changing Bossman post #147
After playing Power Battle, a much better move for Wood Man would be
Wood Roll-Wood Man moves at a rapid pace at his opponent. Now, the damage taken is on the User's defense, not offense. Since Leaf Shield increases defense, it would be a powerful pair. Types: Wood/Swift
Metal Man's "Room Change" is perfectly fine. This doesn't benefit Metal Man, but could help teammates like Wood or Hard Man. Types: Electric/ Cutter
Crash Avenger-Crash Man could use some Crash Bomb that explodes in one turn, depends on offense,.and grows in strength when a team member was defeated in the last turn. Types: Explode/Shadow
Quick Man's Quick Attack is also fine, but it will be Swift and Impact
Heat Man's is like Fire Chaser, but based on speed, being called Atomic Chaser/Tackle/Whatever... and having a Shield side type due to Heat Man's making of some sort of a fire shield. Perhaps we could change the second typing...Hmm. There must be a better side typing.... Perhaps Impact?
Air Man's will take two turns to attack, but gets a field typing as well, and the attack power is boosted if the field typing is also wind.
Flash Strike is fine once again and could be one of those moves with low power by itself but if every shot hits....
Posted on June 14th, 2014 at 3:27pm #177( Edited : 2014/07/08 at 7:25am )
I know we just finished Mega Man 3, but I have some suggestions for field names for the remaining Mega Man 5 Robot Masters.
Communications Satellite Gravity Research Center Mobile Airbase Crystal Catacombs (Already in-game, but I put it here for consistency's sake.) Arms Storehouse Barren Highlands Rail Transport Water Supply
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