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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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TheDoc
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Posted on July 11th, 2014 at 11:31am #256 ( Edited : 2014/07/11 at 11:40am )
That would definitely allow for more customization, but that wouldn't diversify the robots as much. Take the Flame Core RMs for instance. They have very similar weaknesses: flame-man Flame Man has Water and Wind, heat-man Heat Man has Water and Freeze, and fire-man Fire Man has Freeze and Wind. Look at how much 2nd Core types they would share; basically any type that's not Water, Wind, or Freeze could be equipped to any of them.
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Reisrat
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Posted on July 11th, 2014 at 11:42am #257
Other end then, Resists, Immunities, and Affinities only?
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TheDoc
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Posted on July 11th, 2014 at 12:58pm #258
Okay, I honestly did think that was a good idea until I looked at the Database. fire-man Fire Man has RES/AFF to Water and Flame, meaning that the only 2nd Core he could have is Water-type, which might look strange on Fire Man (can you imagine Fire man using Bubble Spray?). However, that same RES/AFF/IMM idea works for some other robots like crash-man Crash Man, who has an Explode/Cutter RES (and I can see Crash Man using Cutter Abilities). How about this: since I don't want to say "Here's my idea now you do all the work", I'll repost with my ideas for 2nd Cores for the MM1-MM2 RMs later, using the RES/AFF/IMM idea when it works.
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TheDoc
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Posted on July 11th, 2014 at 1:25pm #259 ( Edited : 2014/07/11 at 1:57pm )
Okay, so here's the compatible 2nd Cores I've come up with:

Cut Man = Missile and Earth
Guts Man = Earth and Explode
Elec Man = Laser and Time
Bomb Man = Impact and Swift
Ice Man = Wind (unless Blizzard Man gets a Wind 2nd Core) and Water
Fire Man = Shield (idk how this will work out) and Explode
Time Man = Laser and Cutter
Oil Man = Swift and Water

Metal Man = Electric and Swift
Air Man = Electric and Water
Bubble Man = Shadow and Earth
Quick Man = Cutter and Impact?
Crash Man = Cutter and Swift
Flash Man = Crystal and Space
Heat Man = Swift and Impact
Wood Man = Water and Earth

P.S: I am aware that I gave Guts Man one of his weaknesses for a 2nd core, but I can imagine a big guy like him lobbing Hyper Bombs left and right, so that's why. You obviously wouldn't want to use Danger Bomb with him, though...If you have questions on why I chose the cores I did or have suggestions about changes, fire away!
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TailsMK4
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Posted on July 11th, 2014 at 1:37pm #260 ( Edited : 2014/07/11 at 2:02pm )
After doing some serious research and thinking into the game, and having completed a "low" level run of the main game (Dr. Light's story at least, which I think is the hardest of the three anyway), I'm finding that the pros and cons of using Copy Core robots versus other elemental types really makes using the Copy Cores not very appealing, especially once you have tons of Starforce. Neutral types don't benefit much from Starforce (sure, the attacks are stronger, but they don't get the added damage benefit unless they use a Core, and in Player Battles you can't use items anyway), and the Neutral abilities like Mega Slide get outclassed by even Tier 1 abilities like Thunder Strike when you have a lot of Starforce. Sure, Mega Slide is one of the fastest attacks in the game, but you can't even deal triple digit damage to a 9999 Defense stat robot, whereas an ability like Bright Burst has that chance of a one hit disable. When you're up as high as I am, you're lucky if your AI-controlled active robot survives the first attack by your player-controlled opponent, because the Starforce is really with them (ok, yes, I did intend to use that bad pun, shoot me). So the benefit of having multiple different elemental attacks just doesn't seem to be enough, when you can have an entire team of elemental Robot Masters that can cover each other's weaknesses. Another problem is WE: it costs much more WE for a Copy Core to use an elemental ability (some even as much as 8 WE per usage), than robots that aren't exactly the same type as the ability itself. An example is Fire Chaser. Mega Man needs 8 WE to use it, but Quick Man and Top Man, who aren't Flame Cores, can use the ability for 4 WE. So ultimately my suggestion is to buff the Copy Core robots in some way to make them a little more appealing when you have so much elemental power to use and to deal with. So here's a few that come to mind:

1. Allow for Neutral Starforce to exist. These don't have to affect the Boosters and Breakers and Swaps and such, but allow Starforce to buff attacks like Mega Slide and Proto Strike. If they can be powered up to be a bit closer to how crazy powerful the elemental attacks get, I think the moves would be worth keeping in player's lists of moves.

2. Reduce the WE needed to use abilities for Copy Cores only. Copy Cores are using more WE for slightly weaker attacks. I cannot think of a Core out there that needs 8 WE to use an ability other than any of the Copy Cores.

3. This idea I like the most: give the Core items that can be obtained an additional purpose. Copy Core robots can get a slight boost in damage on certain abilities depending on how many Cores they have of that element. If a Copy Core robot has 49 Flame Cores, give that Copy Core robot half of a damage bonus as a regular Flame Core robot for using Flame abilities (whereas having 99 of an item ensures a full damage bonus like other robots). Half that bonus amount further if the selected ability is a dual-element ability so that some abilities don't get too powerful, or don't reduce it to make those 8 WE abilities worth the risk to use. The numbers can be adjusted as needed, I'm just trying to explain my idea.

Starforce hunting is a very rewarding side quest to do, but I've been finding that the idea is kind of making the game more unbalanced as the Starforce grows larger. We need to make sure that the robots that can't benefit much from it can still keep up without making them too over-powered at the start. Ultimately a team of elemental robots is still the ideal in fights, but we want ALL robots to have a chance out there, do we? Even if my ideas are rejected, I still hope that this problem is considered at least.
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MegaBossMan
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Posted on July 11th, 2014 at 2:28pm #261 ( Edited : 2014/07/11 at 2:45pm )
@TheDoc : Not gonna lie, but that really sounds like a lot of work for something that can really imbalance the game. Sure, more customizing for your robots, but the cutter types would boost so much from this. Not only do they have an extreme amount of moves now, but allowing them to have a second core would probably make them the Meta-Knight of this game. Plus, the Stardroids are already dual-core, and since they're much different from the Robot Masters, they would need a "special" thing to em. By the way, what keeps the cutter-cores individually different is their stats. This does benefit the moves in different ways, so there's that. Of course, things are always going to change, so perhaps one day we could see dual-core in average bot? (BTW, this is just my opinion. Not official. Who knows, we may see dual-core bots.) However, it does seem like a great idea.

Also, we should have a Hidden Power move. Like PokesaMon. Because move changes into different type depending on Pokémon Robot Master.



@TailsMK4 : I definitely think we need some edge for copy-cores AND neutral-cores like Roll, Disco, and Rhythm. I'm not a big fan of going out there and collecting more stars for them though, because I just finished. I can't do it anymore! Anyway, we would need a field for them first to mix and match with the others. I think we should WE the same though, because there's some whole mechanic about that where "If you learn the move, WE is lowered, and if you're the same core, blah." I think I like the third idea though.

Anyway, with all the stars, the main protagonists of our story get turned into a side dish due to Starforce.


Just putting my 2-cents for a gumball.
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TheDoc
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Posted on July 11th, 2014 at 11:21pm #262
@MegaBossMan (You're a Shield, right?): I know what you mean about Cutter Core Robots already having so many types at their fingertips. However, keep in mind that 2nd Cores don't add that many more abilities; they only allow you to equip pure-type abilities. Giving them, say, a pure Swift ability in place of Quick Boomerang isn't that much of an imbalance. Secondly, consider that there are only 8 slots. If there are so many Cutter abilities (which, I won't lie, THERE ARE), then the player will have to sacrifice some abilities if he/she wants to use the 2nd Core mechanic. This prevents an imbalance of loading on an OP amount of abilities.
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MegaBossMan
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Posted on July 14th, 2014 at 8:12pm #263
Something I've been thinking about in my sleep(along with 2nd tier weapons for Mega Man 3) is something of a customization option for our heroes and their Master brethren.

Like the weapon slot, I think there should be 8 slots for parts you can equip to your robot. You would equip these parts before battle in some option where Players, Robots, and Starforce are. In fact, we could make them cards or something! Maybe with a little illustration? I got the card idea from how Adrian one time said he wanted to make "Mega Man Powered Up: Collectible Card Set". They could even use some of the illustrations from Plutohouse.These cards/mechanical parts could be used to have your stats boosted, more chance of criticals, and would make a better use of Zenny. In fact, put it in the shop. I don't know who would sell it....Maybe a third option in each shop for these customize parts/cards for different types of customize thingers....

Anyway, just putting my ideas in.
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Reisrat
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8 TP | 310 PP
Posted on July 14th, 2014 at 8:23pm #264
SHOPPING!

I'd be all for that. I think the more powerful ones should have some sort of downside though. Like, you can crit more often but you crit for less damage, or you get a slight regen but take more damage.
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MegaBossMan
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Posted on July 14th, 2014 at 9:30pm #265 ( Edited : 2014/07/14 at 9:31pm )
Or perhaps they take up more slots? Or something of the sort? But of course, each of them should have a downside. I think we got a topic for Friday....
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Reisrat
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8 TP | 310 PP
Posted on July 14th, 2014 at 9:55pm #266
Something like that seems more long-term, after we have a good few games represented. I'll scribble down some concepts some time though.
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MegaBossMan
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43 TP | 1425 PP
Posted on July 21st, 2014 at 3:12pm #267
MegaBoss here to boss around like usual.

Hey, why don't we have a search function on Player Battles? I understand someone could abuse this, but fighting the same people, in similar positions(and thus, similar bots) really limits the amount of people you can fight.

While we're at it, maybe a search function on the Leaderboard? If you don't know what position someone's in but you want to fight em, you have to go through a LOT of pages.

quick-manThey call me the Law around these parts....quick-man

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Nagasaki
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Posted on July 24th, 2014 at 6:29pm #268 ( Edited : 2014/07/24 at 6:34pm )
*copy-pasted from my mail in the MMRPG e-mail address for posterity*

- Selecting the Robot Masters per round: It's too troublesome to Click X and start picking all robots who will go in your lineup, so it would be good to add a feature where you can deselect a selected robot master.

- Game Freezes in battle when switched to a new tab: Sometimes, players tend to forget clicking that pause button just to check another tab on the browser (eg. checking their Facebook accounts) when in battle. As a result of this, the game freezes. However, this only happens in battle, so it's nice to have an auto pause feature when changing tabs or windows, or preferably, fix this bug.

- Selecting a player all over again after checking on another game tab: Occasionally, I check on the Robot Database for my progress in finding Robot data, in order for me to become prepared when this enemy will strike again in the next chapter, also I edit my robots to customize their abilities per battle. The problem lies with going back to home after checking such stuff. It makes you select whose player are you going to use. It's nice if the game redirects itself from where he left, like in the chapter select screen automatically.

Will post more of observations someday. As of now, game is A-OK.

REASON FOR EDIT: Wrong placement of bullet.
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Topmegaplaya
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Posted on July 25th, 2014 at 6:28am #269
Maybe add the mega man x series
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Reisrat
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8 TP | 310 PP
Posted on July 25th, 2014 at 7:56am #270
Adrian wants this to stay just Mega Man Classic, at least for now. He might add X and Zero and whatnot as postgame unlockables, but that's not for a good while.
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