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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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TheDoc
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Posted on April 9th, 2015 at 2:35pm #376
@rotomslashblast : Hilariously enough, we just debated that over the last two pages of this thread. Adrian hasn't confirmed anything yet, but I personally agree that he should be Swift.
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MegaBossMan
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Posted on April 9th, 2015 at 3:57pm #377
@TheDoc : And now for another argument! While I do agree with the changing of the resistance to Missile, I don’t believe that should be his weakness. Look at it this way, it makes much more sense(at least, to me) for Snake Man to be hit by Cutter attacks rather then a missile attack like Dive Missile blamming up straight in his face. Even if you don’t agree with that logic, there’s still the matter of Magnet Man being a huge player in Mega Man 3. And while you can argue that Bright Man is technically weak to Ring Man’s Ring Boomerang, that’s more his T2 being Space_Cutter. I’d propose keeping the Cutter-core option, and removing the missile resistance for something else….Maybe Shadow? Snake Man, canonically, seems to be always keen on surprising opponents and keeping to the shadows, not fighting them directly. Thus, he probably wouldn’t be startled by surprise attacks, and he already has a connection to Shadow, being his upcoming Poison Snake T2. That’d mean Shadow Man wouldn’t do so hot against him, but that isn’t a huge problem, right? Let me know if you have any objections or better ideas?

P.S-On the note of weaknesses, I’m not too big a fan of Strike Man being weak to flame. I don’t recall anything special between baseballs and fire, and Solar Man IS a boss in MM10. The only thing I can think of is him being weak to Impact, seeing as we don’t have TOO many bots weak to their own type. The reasoning behind this is because the main objective of Baseball is to strike the ball way up...In other words, flying, meaning that Wind might work too? Someone could argue Swift too, as another major part of Baseball is running to the bases, but something like that would feel more fit at home as a T2 for him. I mean, he does have an attack where he curls up in a ball and flings himself at the opponent, and I don’t recall any Impact_swift attacks….
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TheDoc
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Posted on April 9th, 2015 at 4:59pm #378 ( Edited : 2015/04/09 at 5:13pm )
@MegaBossMan : Argument #1: I was actually pretty indifferent as to which way to go, but your first point alone made sense to me: Snake Man isn't weak to missiles as much as cutting attacks. Ya lost me with the Shadow Man thing, though :P

Argument #2: If anything, Strike Man should have an immunity to Impact (haven't checked the database for other MM10 immunities, though, so correct me if there's a problem) for the exact argument you have for its weakness. Baseballs can be whacked as hard as you want and still be 100% fine; in fact, they have a whole game made around that simple fact. I don't understand why Impact would be a weakness.

I guess if you want to change the weakness from Flame (which makes sense; I don't really see a baseball being weak to flames), you could say.....ummmm.......Nature, maybe? My only reason for saying this would be that baseballs can be hit into forests or other plant life and just abandoned, never to be seen again until it decays into whatever baseballs decay into. Tell me if that's too much of a stretch...

Also, hate to burst your bubble, but Rebound Striker is set to be Impact/Swift :|
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MegaBossMan
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Posted on April 9th, 2015 at 5:14pm #379
@TheDoc : Argument #1: And that's why I was asking to see if anyone had something better :) I know it doesn't make too much sense, that Shadow thing....Snake's on bad terms with Hard Man, right? Plus, I would never imagine a hard-hitting attack would work too well on a snake, much too coily and slithery...Then again, that doesn't make too much sense either. There aren't really any types that match up with something a Snake could resist, so the whole Snake-motif thing he has won't really provide any help....He's good buddies with Toad Man, right? Maybe Water-Yeah, no, forget it. If all else fails, we could just give him one resistance.

Argument #2: "Baseballs can be whacked as hard as you want and still be 100% fine" I don't know what type of Baseballs you had as a child, but it is clear that we did not have the same brand of Baseball :P Anyway, I could go for the Nature resistance. I dunno why, but it always just felt to me that Strike Man[and baseballs in general, of course] were a bit more manufactured, which would obviously go against the idea of Nature. Yeah, I'm fine with a Nature resistance.

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TheDoc
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Posted on April 9th, 2015 at 5:30pm #380 ( Edited : 2015/04/09 at 5:41pm )
@MegaBossMan : Argument #2: Wait, resistance? I thought we were discussing weaknesses? I was saying that Impact would be an immunity and Nature a weakness, but like I said, the Nature weakness was a bit of a stretch...

MAN IDK ANY WEAKNESSES FOR A BASEBALL. *sigh*

....Actually, maybe we can use this to make Strike Man unique. What if he only had the Cutter Weakness? In return, he would only have one resistance as well, this being the current resistance Electric (lol CURRENT resistance see what I did there? :D ). This way, he's less vulnerable to elements and less protected from them, too. The average robot is more affected by element with two weaknesses and/or two resistances. I would say you could even potentially scrap the Electric resistance, but Cutter is too common of an element to do that. Whaddya think?
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Meta
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Posted on April 9th, 2015 at 5:42pm #381
I'll talk about Tengu Man! Personally, Tengu should be Cutter_Wind or Wind_Cutter. Tornado hold may be his T2 (Wind_cutter) And His Normal move could have him send a wave of wind? His weakness would be... Welp, Whatever move he was weak to in MM8, Or ground.
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TheDoc
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Posted on April 9th, 2015 at 5:45pm #382 ( Edited : 2015/04/09 at 5:53pm )
@MetaKirbSter : 1.) No normal RM dual-cores. I can't speak for Adrian, but I'm pretty sure that's a rule.
2.) Tengu Man is based off of a bird, flies around in the air, and even his weapon has a Wind-based title. I think keeping his Core as Wind is the best way to go. Imo a RM's core should not be based off its abilities alone.

I was reading up on the MM10 database and noticed that Commando Man is weak to Cutter. Not only is Strike already weak to that, but Nitro Man's core is Swift. I strongly think that Commando Man's weakness should be to Swift, not Cutter. Also, because of his weakness to Explode, he's basically weak to his own weapon. That should probably just be removed completely.
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Tobyjoey
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Posted on April 9th, 2015 at 5:53pm #383
@TheDoc : On the topic of Commando Man, I agree with his weakness being Swift over Cutter, but I think the weakness of Explode is fine for two reasons:

1.) Hard Man is weak to Impact, his own core. This makes sense from Mega Man 3, where Hard Knuckle was good against him. In fact, all Mega Man 3 robot masters were weak to their own weapons. A robot being weak to it's own core isn't unheard of.

2.) This may seem a bit silly, but if a bomb went off near other bombs, do you think they are gonna say "My my, that was quite the annoyance. Could you pass me some tea?", or do you think it's gonna explode?
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rotomslashblast
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Posted on April 9th, 2015 at 6:52pm #384
@Tobyjoey : Definitly not saying, "My my, that was quite the annoyance. Could you pass me some tea?". (that was hilarious btw)
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TheDoc
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Posted on April 9th, 2015 at 7:13pm #385
@Tobyjoey : 1.) Hard Man is weak to Impact because Hard Man is weak to Hard Knuckle. Commando Man shouldn't be weak to Explode because Commando isn't weak to Commando Bomb.

2.) Bomb Man is weak to Flame because he represents bombs; he was an expert of demolition before Wily hijacked him. Commando Man is very different, as he was in charge of disarming bombs, namely mines. With his line of work in mind, it would be natural for him to be built so that he would be resistant to bombs, not especially vulnerable to them.
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Adrian Marceau
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Posted on April 9th, 2015 at 7:36pm #386
Turbo Man has been changed to a Swift Core and Slash Man has been changed to Nature Core after much consideration and creative planning based on the feedback from everyone here. I think these were wise decisions.

Snake Man's resistance has been changed to Shadow after reading the arguments for and against. I agree that Snake Man as a character is already fairly shady, and with him being a snake he's already quite familiar with darkness and shadows. Also - as BossMan said - it ties well into his T2 ability the Venom Snake.

For Strike Man I have decided to give him weaknesses to Cutter and Crystal. This may seem unusual, but the only real way to destroy a baseball is to cut through it and the only other type that's even remotely sharp is... Crystal. I feel like this is the only available element that makes sense, so rather than have a single-weakness as TheDoc suggested I erred on the side of weakness variety. Don't hate me. As for his resistances, I have changed them to Electric and Impact. The first is obvious and the second is because I agree that baseballs are designed to be hit - very hard - with metal or wooden bats. Has anyone held a real baseball? They are firm and almost indestructible - it takes a lot of effort to destroy one short of manually cutting into it.

Lastly, Commando Man's weakness to Cutter has been changed to Swift. As for his weakness to Explode... I'm gonna let that discussion develop some more before I make any changes. :)

The decisions we make for this game may not always be canon, but I believe they are in the best interest of the prototype's future. I am personally prioritizing fun and variety of robots and abilities over the authenticity of each individual special weapon. Purists have plenty of other Mega Man fangames to choose from, and I'm more than okay with this one doing things a little different. As long as Slash Man looks the same and uses his claws in some way, who cares? Is he fun to play as? Against? Does it still feel like Slash Man? I believe that's all that matters.
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TheDoc
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Posted on April 9th, 2015 at 8:08pm #387 ( Edited : 2015/04/09 at 10:30pm )
@Adrian Marceau : 1.) Giving Strike a resistance to Impact suits me fine (obviously), although being made of cow-hide and rubber does warrant a resistance to Electric, too... I need to learn to read

2.) "I am personally prioritizing fun and variety of robots and abilities over the authenticity of each individual special weapon." (to the community) In my opinion, one of the main things that have been hindering the development of RM abilities is because we try to make it "canon". I understand why this has been a pattern, but with an ability list as large as this is going to be, this game just cannot afford to squeeze everything from canon. In fact, we should practice the opposite; be creative. Think outside the box of a Robot Master boss room. Trust me, there's plenty of similar-typed abilities to go around! ;D
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Tobyjoey
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Posted on April 9th, 2015 at 8:51pm #388
@TheDoc : I... he... but... crap. I gotta agree with you here. If he is made to disarm bombs, he should be resistant to them. However, this leads to the question of what his weakness should be. Something like Fire comes to mind, but there are already several Explode core robot masters weak to Flame, so I propose something else. It is a bit of a stretch, but I think it could work. Commando Man is obviously a military themed robot, so I would assume that antenna on his back is for more than pretty looks. I would assume, as a military robot, he sends radio signals through it. Do you know what blocks a radio wave pretty well? Something called a Farady Shield, which is a protective structure made from conductive materials, which makes it's own electrical field, disrupting radio waves. I believe there are no Explode robots weak to Electric, so why not Commando Man? Obviously, this is quite a reach, so if we can come up with any other ideas, by all means.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on April 9th, 2015 at 9:13pm #389 ( Edited : 2015/04/09 at 10:35pm )
@Tobyjoey : I have changed Commando Man's second weakness to Electric, as suggested. Your reasoning makes sense and until a better option comes around I think this fits rather well. For a moment I thought you were going to suggest Shield, but then I understood where you were going with the antenna thing. :P

@TheDoc : It sounds like you're disagreeing with me but I think you may have just misread my post. We're actually on the same page. ;) I do think Strike Man should have a resistance to Electric type in addition to Impact and have updated his database entry as such. And obviously I agree about the creativity thing - this game offers a unique opportunity for us to view robot masters from a different perspective and I think we should take advantage like that. Sure these robots may act a certain way when confronted one-on-one in an action setting, but what kind of strengths and strategies would they use in an open field and - more importantly - on a team? I'm sure you agree.
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rotomslashblast
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Posted on April 9th, 2015 at 9:34pm #390
I dunno why Mercury is Freeze/Crystal.
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