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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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QuickLikeQuickman
21,508,751 BP
3 TP | 38 PP
Posted on January 22nd, 2014 at 6:30pm #106 ( Edited : 2014/01/22 at 6:37pm )
@MegabossMan - Not to backseat mod, but website-related suggestions go here. But, now that you've posted it here, I guess it doesn't really matter much. However, I really like the idea! A chat room would be nice.

Can you make less stars that boost more in the Starforce post-game part? Just thinking about all the stars I have to collect makes my head hurt. Then again, this is like day 2 of collecting stars for me, and it may be easier than I think.
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on January 23rd, 2014 at 5:25pm #107
What about an overworld map for the mission select screen?
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CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on January 24th, 2014 at 9:53pm #108
It has come to my attention that the MMK Battles utilize Mega Man 2 Wily's Castle 1 as their theme, rather than their actual Mega Man Killer themes. I would like to see them get their own themes, or at least placeholders while we wait for TheLegendOfRenegade to cover them (As I know he hasn't).

Enker Candidate (By RushJet1)
Punk Candidate (By 8BitDancoot1)
Ballade Candidate (Also by 8BitDancoot1)

Naturally, permission would be required, but other than that, I see no reason to not use them.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 25th, 2014 at 1:56am #109 ( Edited : 2014/01/25 at 4:12am )
Reply to Adrian Marceau post #102:

Perhaps each scientist could have a separate counter used for their total bolts. Bolts could be rewarded for winning missions, as well as a possible drop from defeated enemy mecha support. Then the shop could be initially implemented within the Players tab, underneath the Player Fields as an Item section. The Item section could have 8 separate buttons that each show the scientist's current stock of an item and the cost in bolts to buy another. Clicking one of the buttons would deduct the cost from the scientist's bolt total (if he has enough) and increment his stock of that item.

Here's a quick photoshopped Players gui to show what I mean:


However, while this might be alright for the first version of the shop, it probably would not scale well enough to accommodate buyable skins, abilities, robot masters, etc. Though, you could use this layout with buttons for each type of purchase (items, skins, etc), which would show a drop down menu when clicked.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on January 25th, 2014 at 7:52pm #110
@MegaBossMan : I'd considered an overworld map many times, but due to the way fields can be customized and, more importantly, the way fusion fields work, I'm not sure if I world map would even be possible. At least not a pre-drawn one. I'm not even sure where I'd start with that... :S I do like the idea a lot, I just don't know how feasible it is.

@CHAOS_FANTASY : I like the idea and I'll consider it. I would prefer to use something else from the same remixer - even if it's not technically the correct theme - until he finishes the MMGB remixes. If only because I want the style/instruments used to be consistent. Something misc or even one of the Wily Castle themes from MM3 or MM5+ might be fun. If you have any suggestions from within current TheLegendOfRenegade's library I'd be able to get it done faster and I'd be more comfortable with it, but if not I'll see what I can do with the provided links. :)

@Gigggas : That's a pretty good idea, and I think I might use a version of it in a future update. I would like to have the shop as it's own separate tab but it will work very similarly to what you describe. On the actual player editor screen, you totally guessed what one of the counters would represent - bolts. And I like your idea about only minor enemies dropping them. I think instead of having the shop integrated into the player editor itself, it will be its own tab and the player editor will instead allow you to customize which eight items are equipped to the selected player. Right now there are exactly eight items in the game simply because there's only enough room for eight in the menu. If I add a way for players to take eight different items into battle than those default eight we could add a lot of cool little extras - something else that would tie into the shop and make it more fun. But yeah, awesome stuff. ^_^

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CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on January 25th, 2014 at 8:37pm #111
Well, let me just take a look around.
...
...Well, now I just look silly! Apparently, he decided to cover the Bonus Stages (Which, as we all know, were the MMKs' stages) as part of his MM10 campaign, so he did the songs in question about two months ago.

Enker
Punk
Ballade

...Oops.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on January 25th, 2014 at 9:28pm #112
Oh, that's great! Thanks for finding them - I had no idea. ^_^

I'll put this on my list of things to update - will certainly make the fights more engaging and unique from each other. :)

Thanks again!
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MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on January 27th, 2014 at 12:47pm #113 ( Edited : 2014/01/29 at 1:24pm )
One thing but I had an idea. When you fight ghost data, we should make it so that the person you just fought has a lesser chance of appearing than others, then after a few battles, their chances to fight you reset. It's gets so annoying sometimes when you get the message that someone beat you.... 21 times. although if I had controlled the AI, then they wouldn't be so lucky. HAHAHAHAHAHAHAHAHAHA >:D


EDIT: Ok, this problem is starting to get annoying. When I got on the prototype, I get 20 messages that I lost from the same guy.

EDIT2
"I've fought against MegaBossMan's team several times"-Gigggas
*sobs* Why me?! I'm like a gazelle around here! All you cheetahs are going after me!

I'm just kidding but it would be nice if we can fix my problem.

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Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on January 27th, 2014 at 3:18pm #114 ( Edited : 2014/01/27 at 3:34pm )
As you know, Light Robots (MM1/MMPU/Megaman/Roll) gain 25% Defense bonus ONLY when with Light, Wily Robots (MM2/Bass/Disco) gain 25% Attack bonus ONLY when with Wily, and Cossack Robots (MM4/Protoman/Rhythym) gain 25% Speed Bonus ONLY when with Cossack. When with other players, (ex. Disco with Dr. Light) robots gain 2x E.X.P. but lose stat bonuses. While I see the advantages in these, it sort of limits the robots to either Tanks, Sweepers, or Olympic Racers.

Personally, I think that robots should have stat bonuses depending on who they are with, for instance, let's say that I want my Oil Man to have increased speed. Under normal circumstances, that isn't possible, considering that Oil Man is a Light robot, so he has to be a tank! However, if things go how I suggested, then I can train Oil Man with Cossack so that way, I can increase Oil Man's speed, which in turn, transforms Oil Man into an Olympic Racer. Basically, if I train robots under Dr. Light, than their defense gets boosted, under Dr. Wily, than attack gets boosted, and under Dr. Cossack, than speed get boosted.

Also, the way to get boosted E.X.P. could be using an item that can be purchased in the shop which can boost your e.x.p. gained.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 27th, 2014 at 4:17pm #115 ( Edited : 2014/01/27 at 4:43pm )
I like Retro Pikachu's idea to have the professor stat boost benefit any robots under their control. Perhaps have the stat boost percentage vary based on which Robot it is and if that robot's battle field is loaded under that professor. To balance it out, the exp bonus could also decrease with higher stat boosts. It could be something like this:

-Robot belongs to professor: 25% boost and x1.0 Exp Gain
-Robot field is loaded by professor: 15% boost and x1.5 Exp Gain
-Otherwise: 5% boost and x2.0 Exp Gain
(only the highest valid % boost would apply)

EDIT:
Also, I don't know if this has already been suggested, but perhaps the enemy player teams we battle in player battles could have that player's starforce boosting that team. I've fought against MegaBossMan's team several times and his Bubble Man's water moves don't seem to be benefiting from his 210% starforce boost. I have enough stars that player battles are not particularly difficult, even full lv 100 teams. It might make player battles a little more challenging if enemy player teams were boosted by that player's starforce as well.
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MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on January 28th, 2014 at 4:59pm #116
Oh! How about a nick-naming function. I've been wanting to change Bubble Man into Bubbles!
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on January 29th, 2014 at 1:22pm #117
To be honest, I like ALL the ideas posted and will likely be implementing them all at some point. The player battle thing would probably be highest priority, but everything else sounds like a great idea too! Thank you guys so much - our combined efforts are really gonna make this the best fangame EVER! XD
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 29th, 2014 at 3:39pm #118 ( Edited : 2014/01/29 at 4:11pm )
I didn't see anywhere to talk about abilities so pardon me but I'm going to have to lump it here. Sorry!

Anyway, I feel like certain abilities are pretty much useless late-game due to how they deal their effects. Take Roll's Roll Buster, for instance. Actually, any of the helper Buster attacks works, but I use Roll's because it's the most egregious of the three. It has a base power of 36 and a one-turn charge similar to other Buster skills, and during the charge phase Roll heals herself for 15% of her maximum HP. This part's fine. What's not fine is that the attack always deals exactly 36 damage... to the opposing active robot's Defense.

This pretty much makes Roll Buster's main effect nearly useless in pre-game or early-game when you first acquire her, as even the Metools in Dr. Light's intro stage take three Roll Buster shots to reach Defense Break due to the attack dealing zero damage, and always lowering Defense by 36 points. What's worse, when you get past the early-game and reach the Wily fight against Bass and Disco, now you've reached the point of the game where Roll Buster is literally useless for the rest of the game. Even frailer robots like Quick Man take eight or nine Roll Busters to reach Defense Break, and two or three Roll Busters to at least make a noticeable dent in their Defense and therefore deal better damage with your other moves.

Probably the worst part of it all is that there are skills that literally do what Roll Buster does, except better. Atomic Fire deals damage and bolsters your Attack as long as you keep using it. Defense Break can be aimed at the bench and doesn't require a turn to charge up, and on top of that, it lowers Defense based on a percentage so it scales much better against enemies at higher levels. Defense Assault hits the entire enemy party. Roll Buster would probably be better if the Defense drop scaled with Roll's Attack stat, or if were a percentage-based move similar to the support techs that Roll, Disco, and Rhythm learn through level-up.

On the other side of that same coin, Crash Bomber is entirely counter-intuitive to Crash Man. Crash Man has some insane Attack, and the Crash Bomber is a lovely move in that it can be aimed at the bench and left alone to eventually explode while you do other things. However, most of this appeal is soon lost, as Crash Bomber always deals percentile damage based on the target's max health. Crash Bomber could be more useful against full enemy teams, as the percentage isn't affected by bench resistance and is therefore a prime weapon to use on robots near the back of the bench, but it seems odd that Crash Man's signature move completely ignores his best stat... especially when you consider that detonating Crash Bomber early reduces the damage it deals.

I guess the Crash Bomber could be more useful in end-game and PvP, but as-is it's entirely useless when you get it due to its fixed damage output. Even with weaknesses in play, it takes a minimum of two fully-charged hits and one early detonation to kill anything; I actually had to equip Flash Man with Buster skills and waste turns charging in order to lose to a Crash Man three levels higher than him. That just feels wrong.

Basically, I'd appreciate it if the support girls' Buster attacks either scaled with their level somehow, or dealt damage while also applying their secondary effect (in a similar vein to moves like Time Arrow or Atomic Fire). Also, I'd appreciate if Crash Man's Crash Bomber had a normal damage formula, or if the normal Attack/Defense damage formula could somehow influence the percentage done by the attack, if only so Crash Man's Attack (and, consequently, the Defense stat of enemy robots) would actually feel meaningful.

Thanks.
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on February 1st, 2014 at 5:05pm #119
So I've been playing this for quite a while now. Just a few things I noticed, though...

The more I interact with the Player Battle system...the more I dislike it. When I told a few friends of mine about this game, I also mentioned that they can battle ghost data of other players for beating the game. What I've learned recently, though...the idea is good, but the execution seems to be lacking. The system greatly benefits the challenger, not the person being challenged. I'll just put this in a list format:


Pros:

+ Cannot use Items in battle
+ Good gauge of how powerful your robots are compared to other players' robots
+ Randomized battle fields can make for some interesting combinations


Cons:

- Some abilities just tear apart even the strongest of robots. The biggest offender is Rain Flush. In areas with Water x2.0 or greater, it WILL destroy anyone that does not have resistance to it.
- Maybe it was because of where I was on the leaderboard, but one user continued to grind on my robots while I was unable to get the user to pop up on the Player Battles until that particular user was in the top 40-50.
- You can't really defend yourself from other players, since people can just look up the robots they are about to fight, and adjust their strategy if needed to ensure victory.
- Restarting a Player Battle mission does not count as a loss, so challengers can't lose unless they are unlucky and forget/refuse to restart the mission.


The other thing I wanted to mention is more a question...do weapons get more powerful over time as you constantly use them? For a while now I have been using Flash Stopper for quick battles (even finishing a good number of MM2 robot battles in one turn), so Flash Stopper went from like 60-something to 71 when I finished MM2's Fusion Star Collecting. I'm working on MM4's now, and I'm using Proto Man, who I didn't train as much as I did with Bass in MM2. Flash Stopper is STILL at 71 damage, even though Proto Man is weaker and haven't even used the weapon that much.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 1st, 2014 at 9:38pm #120
Tails: The Weapons do get boosted by the starforce, so that might be why your Flash Stopper is so powerful. Flash Stopper in particular does have its power vary based on the number of enemy robots, so that might also be a factor.

I agree with you about player battles. Although it is kind of nice to use Rain Flush for some easy stat grinding, that move needs to be nerfed. If Rain Flush did not get boosted by the starforce (or got boosted by a much lower %), then it would be a lot more balanced. At the very least, since enemy player teams gain no defensive nor offensive bonus from their star force, I think challengers shouldn't benefit from their own star force in player battles.
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