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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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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on June 18th, 2014 at 4:13pm #211
Well, in some way, I suppose I'm a developer cause I make quotes and such. Anyway, my words are just my guesses like yours. Heck, I don't think anyone knows what Adrian plans to do next.

Anyway, I would like the Killers to be next, but 5 is just as likely to appear. Anyway, that's just what I think. Anything else, just personal message me if you want to discuss further.
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BladeWolfe1
24,979,882 BP
6 TP | 62 PP
Posted on June 18th, 2014 at 4:16pm #212
Alright, see ya, #1 player :D

Off to play Pheonix Wright (Don't sue me *ZING*)
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on June 18th, 2014 at 6:35pm #213 ( Edited : 2014/06/18 at 6:41pm )
I know very little has been done about them, but what about the Genesis Unit? Ironically, you actually encounter them in the games just after the MM3 robots...but yeah, I'd say MM5 should be the main focus for now.

EDIT: Actually, question time. What robots are intended to be boss characters? The Robot Database says it lists robots currently unlockable in the Prototype. Will there be a database for Boss Robots later?
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BladeWolfe1
24,979,882 BP
6 TP | 62 PP
Posted on June 19th, 2014 at 7:45am #214
Assuming what I know about Adrian, I think there will be.

By the way, does anyone else think Adrian is gonna put the Mecha Dragon as a boss in MM2? That would be awesome.
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megaspeed
30,420,010 BP
0 TP | 19 PP
Posted on June 20th, 2014 at 10:05am #215
maybe element effect like mega man got damage from flame type attack then the effect are burn mega man
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on June 20th, 2014 at 10:10am #216
@megaspeed : that could happen.
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on June 20th, 2014 at 10:37am #217
@Megaspeed

I didn't understand a single bit of that.
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megaspeed
30,420,010 BP
0 TP | 19 PP
Posted on June 20th, 2014 at 10:59am #218
@Reisrat : if you didn't understand see megaman 8 Weaknesses effect
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on June 20th, 2014 at 11:55am #219
You mean like when you pattern lock Junk Man in MM7, and he has sprites for getting hit by his weakness? I don't think there's much point, when losing half your health is enough of a "they hit your weakness" warning.
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on June 23rd, 2014 at 11:12pm #220
Perhaps there could be Program Advances (exactly like the BN series). If you use the exact moves in the exact order, an option could appear above the menu for the Program Advance to activate. However, the use of it will use up whatever is left of the Robot's Weapon Energy, and the user cannot use another Program Advance with the same robot. Here are some ideas:

Supreme Buster:
Power: 100
Type: Neutral
Side Effect: Increases User's Attack, Defense, and Speed by 10%.
Activation: First charge up Light Buster, than Wily Buster, and finally Cossack Buster.


Supreme Buster V2:
Power 100
Type: Neutral
Side Effect: Heals all Robots on user's side by 100%.
Activation: First charge up Roll Buster, than Disco Buster, and finally Rhythm Buster.


Supreme Buster V3:
Power: 150
Type: Neutral
Side Effect: Increases User's Attack, Defense, and Speed by 20%.
Activation: First charge up Mega Buster, than Bass Buster, and finally Proto Buster.


Supreme Buster Ω:
Power: ???
Type: Neutral
Side Effect: Destroys both user and target, no matter how much health they have left.
Activation:
Charge up all of the following in order:
-Light Buster
-Wily Buster
-Cossack Buster
-Roll Buster
-Disco Buster
-Rhythym Buster
-Mega Buster, Bass Buster, OR Proto Buster


Those are some ideas for Program Advances. Hope this gets in!
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Contributor
Spinstrike
661,728,607 BP
6 TP | 262 PP
Posted on June 29th, 2014 at 6:19pm #221 ( Edited : 2014/06/29 at 6:28pm )
Maybe each player's intro field could have a different mecha? It's kind of boring having to fight Mets three times in a row.

Dr. Light-Met
Dr. Wily-Sniper Joe
Dr. Cossack-Bladder

Each mecha's highest stat would be the one each doctor specializes in (Met has high defense, etc.).

EDIT: Actually, each doctor's intro stage should be (aesthetically) different as well.

Dr. Light-Default
Dr. Wily-Wily Stage 1 from Mega Man 2, with the Mega Man 2 Wily Fortress in the background.
Dr. Cossack-Cossack Stage 1 from Mega Man 4, with Cossack Citadel in the background.

The sprites for Wily and Cossack's backgrounds would be the fortress stage maps from Mega Man 2 and Mega Man 4, respectively.
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on June 29th, 2014 at 6:37pm #224
Okay. So. I was playing against Bombman like a normal match should go: I get hit, I take damage. He gets hit, he takes damage, so on and so on. it comes to Bombman's, say, third turn and he uses Danger Bomb. So that's the way you're gonna play it, huh? Well no matter. I'm willing to sacrifice a robot as long as this annoying Bombman goes down with me. My robot gets hit and dies. Fair deal. Bombman also gets hit and...wait...HE REGAINED HIS HEALTH!? I don't remember whether I won or lost that match, but afterward I go to the database and my suspicions are confirmed: Bombman has an Affinity to Explode. I bust out laughing at the ridiculous exploit on my screen and now I'm posting it. I understand Bombman's Affinity to Explode, but is it possible to make the Danger Bomb's recoil damage Neutral-type? Because this is beyond ridiculous.
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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on June 29th, 2014 at 6:38pm #225
@TheDoc: This isn't the thread for what you just said, put them right here.

Anyway, to answer what you just said, it's probably a bug.
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