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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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Moderator
CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on January 16th, 2014 at 4:18pm #91
More (Or at least more functional) reasons to play as each player character.

I understand that right now, we don't have any choice as to who tackles what mission, but as I understand it, the finalized version of the game will give us that choice. The three Doctors share their Robot armies (They can be passed back and forth) as well as their weapons technologies (One can give a Robot a Player-specific weapon, then pass them to another Player, and they will keep that weapon—my Roll was once equipped with the Wily Buster & Disco Buster on the Light team). Presently, the only real thing to compel you to put [x Robot] on [y Player] are the meager stat bonuses: Robots with their aligned Player receive a flat 25% stat bonus (Light's being Defense, Wily's being Attack, and Cossack's being Speed), and Robots away from their aligned Player get a bonus to their EXP, much in the same way traded Pokemon do.

Is this really enough incentive to play the Robots with a certain Player? Not from my perspective, it isn't.

Possible Solutions:
> Make it so that at least some (If not more than some) abilities can only be used when the Robot is with a certain Player (e.g., Mega Man can only use Super Adaptor when with Dr. Light).
> Add some form of abilities used by the Player themselves (e.g., Light might summon Eddie to give an item to the active Robot, which they use immediately).
> Make Robot/Ability transfers less painless. (Admittedly not the best option)
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on January 18th, 2014 at 12:28am #92
Excellent ideas and I will absolutely consider them all. I love the skinning idea and we could take it in all kinds of fun directions for sure. Maybe that's how we'll get all these other fan characters in that people keep requesting? :P

And about the player purposes, I completely understand where you're coming from. I'm constantly trying to think of new ways to differentiate their campaigns while still allowing for a lot of flexibility and I think you've given me some fabulous ideas.

Another possibility I've been mulling over (maybe in addition to what you've mentioned) is having player-specific post-game robot masters. Right now all the post-game ones show up randomly regardless of campaign, but I think it might be fun if (like Pokémon) Jewel Man only appeared in Light's campaign and Crystal Man only in Cossack's etc. etc. Because all the other robots will eventually be unlockable in a way tied to encountering them in battle, I think that might be a fun reason to play them all.

Also note that each campaign has different starting levels for the mission, so depending on the level of robot you're trying to train it might be more helpful to use Light's campaign with its lower levels of Cossack's with it's super-high ones. But yeah, I really like your ideas and I think player abilities might be pretty cool. :)
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on January 18th, 2014 at 5:27pm #93
First off, Pharaoh Shot sounds to me like the same thing as the Player Busters, except it does less damage and doesn't boost your stats. Even considering the super effective feature, it seems bland.

Secondly, there's some types that don't seem to have a lot going for them. For example, the number of Nature-cored robots and Nature-type abilities is...very small, even considering the RMs/abilities that haven't been made. What you could do here is:
a.) Make more abilities, possibly even separate from the RM Level-up system (the way you would unlock this could be anything; certain # of BP, buying it at a store, password-exclusive, etc.)
b.) Make RM cores more diversified (i.e Nature/Missile HORNETMAN COUGH COUGH). This would give the Nature RMs the ability to equip more, well, abilities, and not be stuck with loading on all nature abilities. Unfortunately, that would also open up RMs with an already high number of compatible abilities to EVEN MORE, so that may not work out :/.
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on January 18th, 2014 at 5:38pm #94
I find Pharoah shot to be a very powerful move myself.


Doing the second thing would help the game more diverse, but like you said some robots would get SO many moves. The game is in prototype though so who knows what could happen. Adrian will have an answer soon(probably) Fun fact: The stardroids were going to be dual_type.
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on January 18th, 2014 at 7:38pm #95
Personally, I feel like a shop would be a good idea. Like, enemies/robot masters could drop bolts, and you could use those bolts for stuff like energy capsules, weapon energy, 1-Ups, pretty much anything you could find in the average Mega Man 7-10 shop.
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Contributor
Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 18th, 2014 at 7:45pm #96
Also skins could be bought at the shop, and maybe some special robot masters that are event exclusive? (Because everyone loves holiday events and limited-time stuff)
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on January 18th, 2014 at 10:55pm #97 ( Edited : 2014/01/18 at 10:56pm )
For Christmas, we could get shotgun ice for Ice core robots!
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on January 18th, 2014 at 11:54pm #98
Color Ball (Color Man/Wacko Man's Weapon) for Easter maybe?
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on January 19th, 2014 at 12:08am #99
Dark Hold for Halloween perhaps? You know we need to start a thread about this.......
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StupidStudiosN
130,621,746,063 BP
3 TP | 137 PP
Posted on January 19th, 2014 at 12:19am #100
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on January 19th, 2014 at 11:00pm #102
The shop is a great idea, I will add it someday, and it will let you purchase battle items (like the Energy Capsule, Weapon Pellet, etc.), new fields (like the MM3/MM5+ robot master stages), abilities (like the suggested X-series DLC), and so much more - it's just a matter of me working out the logic and mechanics in my head and then programming it. :| Oh, and implementing bolts into the game... That too. :P
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QuickLikeQuickman
21,508,751 BP
3 TP | 38 PP
Posted on January 20th, 2014 at 3:00pm #103
Could you change the Ice Slasher in some way? Currently, if Ice Man and Bomb Man are fighting, they can both be super effective against each other. I don't really know how you could change it, as removing the cutter element would remove the "mix and match" part of the weapon. If you remove Bomb Man's Cutter weakness, then, well... Don't do that. It's extremely annoying when fighting Ice Man as Bombman, but then again, it doesn't really matter that much, I guess.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on January 20th, 2014 at 4:29pm #104
Because the Ice Slasher is Ice Man's second level-up ability and most initial encounters will only use their first level-up ability, I think it's okay. There are many, many instances of dual-type abilities messing with the weakness cycle, so one of my goals for the game (long-term) is to have each robot start with a single-type ability and then learn a dual-type one later. That's a long way off though so don't hold your breath. Hmmm. I will consider this and try to think of a way to prevent annoying fights, but I may end up leaving it just for the sake of keeping the abilities interesting. It is a good point though and something I need to think about for a while...
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