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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 11490 Times
Meh, I'd rather do without that. Mechas are a great way to pick up various items because RMs drop cores left and right (albeit you have to use a super effective move, but is it really that tough to use a move they're weak against?) If Core Shards were implemented, more often than not you'd be carrying handfuls of Shards and Cores. Let's leave the variety of dropped items as is instead of limiting said variety with Core Shards.
...I'll even venture so far as to say that I've obtained cores without using super effective attacks. It was really weird when they kept dropping while I was training my MM3 robots on Final Destination.
Posted on July 7th, 2014 at 10:00pm #245( Edited : 2014/07/12 at 8:54pm )
I have some idea for field names myself. I don't care if it doesn't get in, because it seems pretty fun.
Mega Man 7 Freezing Caverns Elevated Weather-Station Trash Depository Alchemist Workshop Prehistoric Museum Bounce Corporations Haunted Graveyard Delivery Route
Mega Man 8 Amusement Playground Explosives Producer Frozen Borough/Ramp (Either one.) Aerial Warships Cosmos Observatory Ancient Palace Camouflaged Battlegrounds Moist Cliffs
Mega Man and Bass Artic Buildings Burning Wasteland Sunken Vessels Grounded ...... Balloon Festival Opening Show Bizarre Labyrinth Conveyor Energy-Producer
And lastly, Mega Man 10. I could do V, but can't they all be described with planets? Classified Databanks Polluted Gutter Solar-Powered Factory Chilled Glaciers Lengthy Highway Desert Base Fortified Stronghold Packed Stadium
And there it is. Don't know if those will get in-game, but pretty fun.
Posted on July 8th, 2014 at 2:32pm #246( Edited : 2014/07/08 at 3:00pm )
I have some ideas for new 2nd abilities for the MM2 RMs (assume Energy to be 8 unless otherwise specified). I do know about the ones that are already planned (i.e Crash Avenger), so I'll do the ones I am aware of (which is just Crash Avenger and Crash Driller. I'll treat them like they both cost 8 WE). If there are any others that I'm missing, those'd be nice to know about . Anywho...
Metal Dash (I might change this) Type: Cutter/Impact Power: 30 damage Accuracy: 84% Speed: 5 Description: The user recklessly dashes towards the target using blades attached to its feet. If the user misses with this attack, he/she takes 80% recoil damage.
Time Warp Type: Time/Swift Power: N/A Accuracy: 100% Speed: 4 Description: The user manipulates the boundaries of time so that he/she always makes the first move for the next two turns (with the exception of the turn used to use this ability).
Heat Tackle Type: Flame/Impact Power: 75 Accuracy: 50% Speed: 4(initial)/9(tackle) Description: The user spends one turn charging the attack, then is forced to fly at the enemy the next turn with a blazing tackle.
Bubbleman already has a 2nd weapon...
Song of Storms(Song of Storms? Type: Wind/Electric? Power: 10% Recovery (among other things) Accuracy: 100% Speed: 4 Description: The user calls forth a giant storm cloud, acting as a Field Support for the user and boosting all stats by 10% (this includes recovering 10% Energy, not increasing the total capacity). The storm cloud will disappear if the user is defeated. This ability can only be used once per battle.
Wood Wall Type: Nature Power: 20% Recovery Accuracy: 100% Speed: 4 Description: The user erects a wide wall of wood to protect from incoming attacks. This wall does not follow the user; instead, it raises the defense of the active user by 20% until said character switches out or is defeated.
Crash Avenger Type: Explode/Shadow Power: Varies Accuracy: 100% Speed: 4 Description: The user avenges his fallen comrade by firing a dark bomb that has the same amount of power that the killing blow to his fallen ally had multiplied by 1.5 /*(For example, if the enemy killed the most recent fallen ally with a Buster Shot with 14 power and someone on the side of the RM who died used Crash Avenger, the power of the ability would be 14 x 1.5 = 21).*/ If no ally has died in the current battle, this ability has a power of 15.
Actually...Imma skip Crash Driller for now.
Quick Mode Type: Swift/Neutral Power: 60% Damage/50% Recovery Accuracy: 100% Speed: 4 Description: The user becomes a glass cannon by sacrificing its shields in order to boost weapon efficiency and mobility.
These are subject to change and merely suggestions. Comment, like, and subscribe :D
Posted on July 8th, 2014 at 3:06pm #247( Edited : 2014/07/08 at 3:08pm )
We already have ideas for the 2nd tier weapon in this thread. Please review those and then put your ideas in there please? Mind putting it there for consistency's sake? Review the chatlog, and maybe get some ideas?
Since bugs are always going to be found, why not gather up a group of trusted users and make them playtesters a few hours before a major update and let them report back so bugs can be fixed before the Update? Meh, just throwing out ideas.
Posted on July 10th, 2014 at 10:38pm #254( Edited : 2014/08/29 at 2:16pm )
I just had an idea sparked by the dual cores that some robots have: What if each robot (or maybe just some robots) had a primary and secondary core?
For example, Heat Man could have a primary Flame Core, which would allow him to equip both single and dual type abilities so long as Flame is in there somewhere. However, because his main attack in the Classic game is him using this fast and hard-hitting Heat Tackle, his secondary core could be Swift, meaning that he can only equip single type Swift abilities for that core. In other words, if Heat Man had a Swift secondary core, he could equip Top Spin, but not Quick Boomerang.
OPTION #1 The devs think up a 2nd core for each RM. This would obviously take a lot of time and effort.
OPTION #2 THIS is the option I like. You could make 2nd Cores be equippable so no robot is confined to one 2nd core. Let's say that Heat Man can have a Swift OR Impact 2nd core attached. This way the player can choose which 2nd core he wants on his RM. Maybe you could make it so that you'd have to buy each 2nd Core you want to attach? This would take time, too but you wouldn't be arguing over which one core fits because this allows for MULTIPLE options.
The goal of this suggestion is to diversify the RM roster. I mean really, without looking at stats, tell me the biggest difference between Needle Man, Cut Man, Ring Man, and Metal Man. Yes, yes, they have different abilities at different costs, but when it comes down to their fundamentals, their cores, what makes these guys special? I think this 2nd core idea would make each and every RM unique and leave more customization option for the player. Except Dual-core RMs like Sunstar. They're pretty darn unique already if you know what I'm saying.
Thank you for listening to my rant. GOOD NIGHT AMERICA!
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