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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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Tobyjoey
875,792,335,902 BP
5 TP | 331 PP
Posted on June 6th, 2015 at 11:05am #421 ( Edited : 2015/06/06 at 11:07am )
@DaCrashBomber : Uh, hate burst your bubble Crash, but that button does exist, along with a shuffle button. They are right below the 8th mission, going from up left to bottom right.
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DaCrashBomber
305,144,392 BP
0 TP | 241 PP
Posted on June 6th, 2015 at 11:13am #422
Oooohhh... *facedesk*
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ThatOneEnderMan
266,562,644,975 BP
6 TP | 293 PP
Posted on June 6th, 2015 at 11:31am #423
Ok, he is a better Idea: what if we put the Shuffle and Randomize buttons in Chapter 4, so when ever you want new stars, you don't have to go all the way to the player editor, then back. I dunno though.
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MusicalKitty
35,367,094,410 BP
5 TP | 116 PP
Posted on June 7th, 2015 at 1:07am #424 ( Edited : 2015/06/07 at 1:18am )
Stat swaps need to go, I can't even tell you how many times I got the enemy's stat (Mostly Hp) down to almost zero, then the AI uses a stat swap so they have monstrously high HP while I'm nearly dead, these attacks should either be taken out or be nerfed, such as not being able to attack for X amount of turns depending on how much the user gained.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on June 7th, 2015 at 9:47am #425
@MusicalKitty : I can only agree with Energy Swap going away, but it's most likely not going to happen.
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on June 7th, 2015 at 9:55am #426
@Bt Man : I agree. Energy Swap, Though Rare for someone to use... is tedious.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on June 7th, 2015 at 1:50pm #427
@MetaX : It isn't, however, rare for Rhythm to use in the Cossack battle.
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megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 23rd, 2015 at 12:53am #428
Can you put megaman unlimited robots (incloding yoku man, whirpool man wnd maybe the z-prototype) in the game (you know the game, right?)
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on June 23rd, 2015 at 1:02am #429 ( Edited : 2015/06/23 at 3:00am )
@megaprotobassman : While we'd love to expand our Robot Masters to the field of fandom, the higher priority at the moment is to finish every Robot Master from the original Capcom games. Fan-made robots aren't out of the question, and while we're still pretty far off from that time. Just not now. Do note that using a Robot Master from another fan-game would have to include all the 9 miles, such as sprites, abilities, fields, mechas, as well as permission from the original creator of the character.

As for Zero, we'd like to stay as Classic as possible. Maybe a few hints or music tracks, but who knows what the future holds....?
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Brimstone
31,140,627 BP
0 TP | 131 PP
Posted on June 23rd, 2015 at 2:47am #430
Pretty certain the other Robot Masters from the original Mega Man could be added to the Doctor Chapters as Chapter 6 and so on.

Or they could be unlocked similar to how you get the MM3 Robot Masters (Which I still have no idea how to get)
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megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 23rd, 2015 at 2:49am #431
megabossman: hey! I just write a suggestion. This what you do in this topic. Beside, you have to admit that its a very good idea! (By the way, long time no write)
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ThatOneEnderMan
266,562,644,975 BP
6 TP | 293 PP
Posted on June 30th, 2015 at 6:07pm #433
@Retro Pikachu : We sort of already debating this. >.>
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on June 30th, 2015 at 6:10pm #434
@ThatOneEnderMan : Yep...
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MusicalKitty
35,367,094,410 BP
5 TP | 116 PP
Posted on July 16th, 2015 at 1:21am #435
I don't remember when, but I suggested that Mega/Proto/Bass busters be closer to their in-game counterpart for more variety such as:

proto-man Proto Buster - Proto buster has a base power of 49 instead of 32, needs t be charged, and lowers the user's base defense by, how 'bout 5 or 10%. 3 WE

mega-man Mega Buster - Mega Buster is fairly same, but if the User is charged with it and uses Buster Shot, it will fire a mid-sized buster shot, with a base power of 18 instead of 12. 2 WE

bass Bass Mach Buster - Bass Buster doesn't need to be charged, but it hits 5-8 times at a base damage of 5 per hit. 3 WE
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