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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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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on April 22nd, 2015 at 9:32pm #406
Two suggestions for the same robot this time, it being Aqua Man! Not that Aqua Man, the one from MM8!
Firstly, I feel his stats are a bit centered on the wrong stat. A direct quote from MMKB states "However, his internal water tanks are vulnerable to breakage from heavy impacts, especially from the Astro Crush's meteors." In his stats, he reflects the defense stat heavily, which directly contradicts that quote up above. Perhaps he should be more of an all-around fighter? It's obvious he's not a speedy robot, much too porky to be one. This quote might help, though " In order to attack, he can fire controllable jets of highly pressured water,". Highly-pressurized water usually falls around a more offensive stat, meaning he could have a slight advantage in his Offense stat.
My second suggestion is to change his Electricity weakness. Personally, I think Impact would be an interesting weakness for a Water-core, and it makes sense as hard-hitting attacks, usually what Impact is associated with, have a tendency to break those tanks of his. I won't bother repeating myself with the above quote about his frail water tanks, so read up above to see it again if you wish. He also has no resistance, by the way. Flame would be the obvious one, but perhaps it's a bit too overused for Water-cores. I don't know why, but I feel like Nature could be a good resistance? What do you guys think?
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on April 22nd, 2015 at 9:43pm #407
@MegaBossMan : Honestly? I think Nature is a type that could easily be resisting Water attacks, and no it has NOTHING to do with Pokemon. Rather, it has to do with the fact that plants absorb water to grow.
Hm. On second thought, Water's more of Nature's affinity.
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Jdude330
120,471,270 BP
1 TP | 8 PP
Posted on April 24th, 2015 at 8:59am #408
iOS/Android App.
so much more convenient.

Also, when you change the starforse, PLEASE reset the leaderboards so that the ppl at #1 aren't invincible.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on April 29th, 2015 at 3:33pm #409 ( Edited : 2015/04/29 at 3:35pm )
I think there should be codes for obtaining bosses, like Quint and Enker.
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Moderator
TheDoc
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3 TP | 461 PP
Posted on April 29th, 2015 at 5:07pm #410
@Bt Man : I don't remember where I said (feels like forever ago...), but having the MMKs as boss-only characters lets their powers be expounded on a lot more than if they were playable, and personally, I feel like the MMKs are the perfect candidates for boss-only. They have a lot of powerful moves that could become OP if they were used by players. You could argue that you can just take them out when players use them, but that just doesn't make any sense in-game.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on April 29th, 2015 at 7:08pm #411
@TheDoc : HA! It's not like people will instantly know the codes.
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on April 29th, 2015 at 7:21pm #412
@Bt Man : I never said they would; no matter when you unlock them, the fact still stands that you end up having to limit characters when you allow players to use them as opposed to strictly have them as innovative bosses.
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Retro Sneasel
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27 TP | 446 PP
Posted on April 29th, 2015 at 10:33pm #413 ( Edited : 2015/04/30 at 1:25am )
On the subject of Boss characters, why don't we add special gimmicks in each fight? Most RPGs have bosses as characters with high stats and health. That's it. Why don't we add a little twist in the fights?

Enker:
All attacks on his stage gain the "targeting" effect. Enker has 5x his regular defense, but there are 4 crystals with ___HP. Players will need to target and destroy the crystals in order to have a better chance against Enker, as it lowers his defense to 4x, then 3x, then 2x, and finally just plain, normal, defense. Also, moves that do percent (%) damage will be greatly weakened. Also, Enker could have some sort of healing ability. It wouldn't be OP like Whitney's Miltank, but it would help his high defenses and keep his crystals alive.

Punk:
Being a teenager, Punk would cheat a little... okay, a lot. He would be able to mess up your stats, change your attacks, alter your items, or even make your weaknesses/resistances/etc. completely different! He would be able to attack twice, and some of his attacks would involve the above conditions. However, the cheating device can be disabled for 3 turns if he's hit by a super effective attack. Every time that he uses the cheating device, he will change his weakness around to keep things interesting!

Ballade:
Finish him off quickly, because we've got an armed bomber here! In the background, there is a timebomb, and it'll go off every 3 turns, dealing 100 damage the first time it blows. Another 3 turns, it'll become 150 damage. Then 200, 250, and so on. There is NO limit here; the bomb could go to the 1000s given enough time! Not to mention the bomb will only set off on your side. The bomb does do neutral damage, so while you don't have to worry about double damage, you can't resist in any shape or form.

EDIT: I found more bosses guys!

Quint:
The floor's lava, the floor's lava, the floor's- ...not lava. But it's falling! Before each turn, there is a 20% chance that the floor will collapse a bit. Not only do all attacks suffer a 10% accuracy decrease, but all Earth and Impact abilities will absolutely fail to hit the target! ...Unless you're Quint. Cheater! Don't worry though, at the end of the turn, the field will return to normal... hopefully.

Doc Robot:
Anyone who's played Castlevania: Dawn of Sorrow will recognize this one. Doc Robot's moveset would vary GREATLY, as it (and his moveset) change ALL THE TIME! Whenever Doc Robot here gets hit by an element that isn't what he's currently, he'll change elements, as well as his moveset and other things. i.e. Doc Robot gets hit by Electric Overdrive. Doc Robot changes his element to electric, and his moveset becomes something like Thunder Beam, Electric Shot, Electric Buster, Electric Overdrive, Thunder Strike, Bright Burst, and so on!

Copy Robots (Yes, all of them):
Have them copy the moveset of the members of your current team. Extreme focus on Copy Robots. Simple mechanic, but they are essentially a mirror match.

King:
The master of the chess board here will swap between 2 forms: Defend, and Offense. Every 3-5 turns, King would swap from Defend to Offense form, and vice-versa. In Shield form, King would gain plain REDONKULOUS defenses, and have a few Laser and Shield attacks. But swap up that shield for an axe, because King would have absolutely DESTRUCTIVE offensive power, with Cutter, Impact, and Swift attacks to back himself up. Not too much of a "gimmick" per say, but I think it works.

That's all for now...
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on April 30th, 2015 at 10:56am #414 ( Edited : 2015/04/30 at 1:41pm )
@Retro Pikachu : The ideas given here are interesting, but I personally would rather that these stage gimmicks be abilities of the boss himself, not the stage. That way it feels like it's the boss's power, not just the stage. Iunno, I guess it's a matter of opinion. Anyways, onto the suggestions:

Enker
As a Stage Mechanic:
AoE moves (depending on the health of the crystals) would decimate this mechanic. Enker might waste his turn(s) healing a crystal just to see it, himself, and the rest of his crystals get hit in the same turn.
As a Boss ability:
At a certain amount of health, Enker would be able to occasionally use the ability to create 2 Mirror Pillars that send any attack aimed at Enker right back to the player. The player must destroy these pillars in order to attack Enker again. Also (Idk if this can be easily coded), AoE attacks that successfully destroy the two pillars will not hurt Enker as well, but will not be reflected at the player.

Punk
Maybe you assumed Punk was modeled to be like a teenager because of his look and trash talk, but Punk loves to fight fair, the reason being that he likes beating people with his own strength and truly proving himself to be stronger. The last thing Punk would do is cheat.

Ballade
As a Stage Mechanic:
I think this is a fun gimmick because you can't take your time as much as you're used to; every move counts. This wasn't specified but it'd probably be fair to only have the time-bomb hit the active player; hitting the whole side the way it is now is too much. To have it hit the whole side, either have the time-bomb stay constant in its damage or have its damage intervals grow slower than what's currently suggested.
As a Boss Ability:
At a certain amount of health, Ballade would be able to occasionally use an ability to create a time-bomb that the player must destroy before 2-3 turns. If it reaches 0, the player's entire team will sustain significant damage, but if the player blows it up, Ballade will suffer slight damage. The time-bomb is dependant on Ballade; if Ballade is defeated before the time-bomb is destroyed, the time-bomb will not explode and the match will end.

Quint
I just don't like this mechanic :( I thin I understand the inspiration behind, but the effects of it don't make any sense. There's tons of Earth and Impact moves that don't rely on the ground to be there (i.e Hard Knuckle, Oil Shooter, Drill Blitz), and there's no reason why your accuracy would go down just because some of the floor went away, especially for moves like Bright Burst, Flash Stopper, etc. Also, if you can't use Earth and Impact moves, why can Quint? Besides the pogo stick, he has no advantage over you concerning these moves.

Doc Robot
With his current gimmick, Doc Robot would be an absolute breeze to beat. Just pull out an RM with an imm/aff to its own element, hit Doc Robot with an Elemental attack, and blast him to pieces. You could argue that he would have an imm/aff to the type he changes to (which doesn't completely make sense...), but then you could just use Neutral abilities. May take a long time, sure, but you're guaranteed to beat him regardless. That's not how a boss is supposed to be.

Copy Robots
Yea, the Copy Robots are a minor match. Idk how they work currently, but instead of having the moveset of your robots, how about just having a random moveset? This way you'll have to be prepared for whatever they may have.

King
If he does end up being a boss, I do like the idea of switching between the shield and axe. A stat switch between boosted defense and attack is also great (although I think that Axe form should up Attack AND Speed in place for low Defense), but instead of relying on that to be the source of his difficulty, I think that his Shield and Axe form should each have a unique ability set, once more setting bosses apart from playable robots. All in all, though, I think the King suggestion is great.

Speaking of boss abilities, I have a compromise. Keep in mind this is only if the community feels it's necessary to be able to use boss abilities (which I definitely think it's not). The Copy Shot can be used to copy boss abilities, BUT in order to keep the copied ability saved in your abilities list for available use, you must defeat the boss in that playthrough, and you can only keep the first ability copied. This way you can't bring all your Copy bots and just copy everything on the first go. This combined with a limit on robots to bring into battle should make it difficult enough to grind for boss abilities. On top of this, the WE cost of boss moves would be higher than your everyday ability when used by the player.
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on April 30th, 2015 at 1:30pm #415
gemini-man ...Personally, I'm against being able to copy boss abilities. If players can use boss abilities, then all the boss has going for it is basically a 9999-9999-9999 stat robot or higher with lots of health. If we absolutely must have boss abilities be copied, make them cost a lot of WE to use.

@TheDoc : Last I remember, King is going to be a boss. ring-ring
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Moderator
TheDoc
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3 TP | 461 PP
Posted on April 30th, 2015 at 1:40pm #416 ( Edited : 2015/04/30 at 1:42pm )
@TailsMK4 : The reason I had said King was listed as playable was because he's in the robot database, but so are the MMKs...That was stupid of me. Fixed.
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Administrator
MegaBossMan
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43 TP | 1425 PP
Posted on April 30th, 2015 at 1:48pm #417
Personally, I don't believe that Boss Abilities should be copied. That's specifically their edge, using moves that the player can't. It also helps because that way, we don't have to limit moves like Ballade Cracker. Give it to the player, and we'll have to dumb it down, but keep it Boss-only, and we won't have to restrict the move.

I do like the idea of Boss Gimmicks, but ONLY for the Mega Man Killers. Quint would not work because in the current version, you'd fight him with ONE of the Killers, so having two gimmicks at once in play would be broken, especially since this is in Chapter 3. Doc Robot doesn't need one, Copy Robots shouldn't need one....I will admit, I like the idea of the King fight. Since you fight him with Doc Robot, and Doc Robot shouldn't need one of these, only one thing will be at play here, and it's a mechanic that's interesting. As for when the Killers use them...Not the first time around.

Last time I checked the build of the mission setup in the Update, you fight the Killers twice. The first time, they're fought with Quint. The second time, with Dark Man 4. Obviously, the Killer you face depends on your doctor. I think it'd be really interesting that when you fight them the second time, they utilize these gimmicks to switch it up a bit from their last encounter, as a new trick they have to even the odds from last time. Like I said, I believe that I'd find a lot more enjoyment if the Killers, excluding Quint, were the only ones to use this whole mechanic. After all, it makes a lot of sense for when you fight them in the end-game portion of the campaign, they'd have a few new tricks up their sleeve ;) Oh, and I really do like King's whole thing, just not sure if he's right for it.
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on April 30th, 2015 at 3:53pm #418
@MegaBossMan : Where is this mission setup? I'd like to look at it.

King feels like the kind of boss that could easily be challenging on his own. He has a monstrous shield, a deadly axe, and his name is KING. He's just the kind of intimidating, intense robot that could stand on his own two feet against a small team of quivering peasants. BOW BEFORE YOUR KING!-Okay, I'll stop.

King has two movesets/two forms, which is something that the MMKs lack. It would make sense to pair them up with others because they're one-and-done bosses. King has two playstyles: his shield and his axe. King in shield form is more focused on defense and will utilize Shield and potentially Laser type moves (you could also give him a move where he rushes with his shield, causing Shield/Impact damage). King in axe form is much more offensive, lashing out with Cutter and Swift moves (and maybe Laser? he did shoot that one Gemini Laser in the game). If you pair this with another boss, it could overshadow King's unique potential and require him to be nerfed. That said, what if he had just his shield for a paired fight and either had both forms or just his axe in a second solo fight?
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on April 30th, 2015 at 7:46pm #419
@TheDoc : There may be a few versions of the mission list floating around, but I've upload the most recent one and a bunch of other updated documents to a new dedicated preview folder on the website. Please take a look when you have a chance, but know that there are obviously going to be spoilers.

Regarding the mission progression document, the position and pairing of robots/bosses is pretty much set-in-stone at this point BUT I'm very much open to suggestions about mechanics and strategies and field names/types, etc. I like a lot of what has been presented so far, especially the King stuff. I didn't even realize he used Lasers, which is AWESOME given that it means he can posses the two rarest types in the game. :P

But yeah, just thought I throw these updated documents in the ring for you guys to peruse at your convenience. Maybe it'll help spark more ideas - I like where this is going.
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DaCrashBomber
305,144,392 BP
0 TP | 241 PP
Posted on June 6th, 2015 at 10:59am #420
@Adrian Marceau : Idea: What if you put a randomize button in the Player Editor? It would make getting all 1024 Starforce slightly easier/ more convenient
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