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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 12325 Times
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.
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?
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.
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!
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.
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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