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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 11468 Times
Posted on July 28th, 2014 at 10:10am #272( Edited : 2014/07/28 at 10:52am )
I guess this idea goes here... It can be on the bug section too, but I decide to post it here since this is more of a suggestion than a report.
I made Dr. Wily use 13 robots, and when I am going to play a battle, the Start button overlapped the 13th button. I can't see a scroll bar either, or any way to select the 13th robot than click that tiny part of the 13th robot's box and hope it doesn't trigger the start button.
Suggestion: Have a scroll bar for these cases.
EDIT: Never mind. I overlooked at it and I discovered that the scroll wheel on the mouse and the scroll bar in the web browser can do this. I got confused back there.
Posted on July 31st, 2014 at 10:24pm #273( Edited : 2014/08/01 at 11:07am )
Just a quick suggestion to game mechanics: For enemies that get hit with a double weakness (so, for instance, Rhythm getting hit with Gemini Laser, I think they should receive a guaranteed critical hit in addition to weakness damage. Either that or the text shows they took "terrible terrible damage" (i.e. x4 damage yes I want that as the in-game text). Maybe it's too early to put it in now, but as the moveset and Robot Master libraries becomes larger I think that will be a viable thing since the chance of being able to use the mechanic becomes lower as more character arrive (there aren't too many hybrid moves to begin with either including those that aren't scripted yet). Right now there aren't too many moves that can count as a double weakness, so I think as the list of RMs expands this can be a mechanic that isn't entirely broken. Also, a question: why do some Robot Masters have larger series of movesets than others? I notice Dive Man has 3 while he only has 2 moves in his boss fight. Crash Man is also another one like this; there's at least 3 moves for him including his Crash Bomber
Posted on August 1st, 2014 at 2:37pm #274( Edited : 2014/08/01 at 2:41pm )
@cyber : adrian will get them out when he is ready. i dont know when the mm5 update will come out, but it might be in November or December, either one. i guess i am necroposting... as cyber posted his comment on june 30th.
Description: A move that makes the user move first, regardless of speed. It is weak in damage, but it has a very low chance of disabling the target instantly. (You can make this a sure-hit attack if you want, looking at its weak damage...)
Posted on August 3rd, 2014 at 3:24pm #276( Edited : 2014/08/03 at 3:34pm )
That sounds a lot like the new Quick Dash ability we discussed in one of the chats (the 2nd one, maybe?) If you want to see the chat itself, you can go to the Friday Night Chatroom Thread. For a list of the anticipated T2 (or T1 if Adrian moved the current ability to T2), see this link
We actually had an idea for Shadow Man to steal the item. Of course, the game doesn't have an item inventory, but we could solve this by having the game use the item automatically, or something along those lines.
Posted on August 3rd, 2014 at 3:58pm #281( Edited : 2014/08/03 at 4:12pm )
I've been wondering about this for awhile, but I haven't gotten around to bringing it up until this perfect example fell into my lap.
Thunder Beam has a power of 24 on the database, while Magnet Missile has 14. However, in this picture (where the multiplier is Electric x 9.8), Thunder Beam has 1235 power while Magnet Missile has 2450! Since when is 1235 > 2450!? Why on EARTH would I use Thunder Beam in this case (Except to have a chance to up my attack...)? Also worth mentioning, Spark Shock and Thunder Strike both have a standard power of 16, but don't even scratch 1000 in this picture. Is there some factor in gameplay that I've missed? Because this is a glaring issue to me.
Posted on August 3rd, 2014 at 4:11pm #282( Edited : 2014/08/03 at 4:12pm )
Chances are you have more starforce for Electric and Missile. There are no Laser stars, so it's weaker. Spark Shot and Thunder Strike also only get affected by Electric stars, so that's why they're weaker too.
Posted on August 3rd, 2014 at 4:12pm #283( Edited : 2014/08/03 at 4:14pm )
Man, I KEEP FORGETTING STARFORCE! Well, that explains a lot. Unfortunately, Laser Starforce are probably going to be more scarce than Electric or Missile, huh?
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