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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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Moderator
TheDoc
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Posted on July 2nd, 2014 at 11:54pm #241
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.
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TailsMK4
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Posted on July 3rd, 2014 at 12:19am #242
gemini-man ...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. ring-ring
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Contributor
Spinstrike
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Posted on July 3rd, 2014 at 7:08pm #243
Here are some more ideas for field names, this time for the MM6 and MM9 Robot Masters.

Flame Man: Arabian Refinery
Blizzard Man: Yukon Island
Plant Man: Overgrown Conservatory
Tomahawk Man: Cowboy Lane
Yamato Man: Impregnable Fortress
Knight Man: Medieval Abbey
Centaur Man: Sunken City
Wind Man: Mechanical Windmill

Hornet Man: Botanical Garden
Splash Woman: Marine Preserve
Concrete Man: Hydroelectric Dam
Galaxy Man: Orbital Observatory
Jewel Man: Gemstone Cavern (Again, already suggested, but here for consistency's sake.)
Plug Man: Assembly Line
Tornado Man: Metrological Network
Magma Man: Geothermal Generators
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Administrator
MegaBossMan
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Posted on July 4th, 2014 at 6:15pm #244
@TailsMK4 : Hey Tails.....

Is this right?

Strange how Starforce hunting does this to cores....
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Administrator
MegaBossMan
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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.

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Moderator
TheDoc
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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 skull-man. 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
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Administrator
MegaBossMan
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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?
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Moderator
TheDoc
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Posted on July 8th, 2014 at 3:25pm #248
Whooooooops didn't know that was talked about. I'm gonna go post them over there and see what people think.
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Administrator
MegaBossMan
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Posted on July 10th, 2014 at 12:24am #249
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.
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Moderator
TheDoc
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3 TP | 461 PP
Posted on July 10th, 2014 at 1:25am #250 ( Edited : 2014/07/10 at 1:27am )
/me volunteers for MBM's idea skull-man You can count on me. skull-man
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Retro Sneasel
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Posted on July 10th, 2014 at 12:00pm #251
@MegaBossMan: I agree with you, that would decrease the amount of bug reports.
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Meta
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Posted on July 10th, 2014 at 12:06pm #252
i could volunteer! just tell me when the updates out and i can test it...
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Contributor
Spinstrike
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Posted on July 10th, 2014 at 9:34pm #253
"If by my life or death I can playtest your game, I will. You have my sword…
…and you have my bow…
…and my axe!"

But seriously, if this gets off the ground, count me in.
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
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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Moderator
Reisrat
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Posted on July 10th, 2014 at 11:10pm #255
Maybe let them equip any core that isn't listed as a Weakness?
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