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Mega Man RPG Prototype News & Updates

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Adrian Marceau
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
The experience points and level up system in the game has been reprogrammed, and the bonus stats have been integrated into the process more seemlessly. Now, all robots who participate in battle receive experience points, calculated proportionate to their level versus the target's. Additionally, experience is awarded immediately after a target is defeated, allowing for level ups in the middle of a battle (which is pretty great). As mentioned, the stat bonuses for being the one to KO a target have been reworked a bit. Previously stat bonuses would be awarded immediately after defeating a target, but now they are built up and put in a pending status until the next level-up. A bonus to this change is that it makes the eventual level-up that much more rewarding. Instead of seeing gains of 1 or 2, you may end up seeing more 10s or 15s, which is nice. Lastly, and this is my favourite part, is that you can now boost (or lower) your experience based on your actions in battle. Exploiting an enemy's weakness and/or landing a critical hit will boost the experience you receive, but triggering an affinity or resistance will lower your rewards. I've been playing with it a lot since I implemented the change, and it's a great reason to know your type matchups. This coupled with the everyone-gets-experience thing makes power-leveling possible too, which is something I enjoy RPGs a lot. Hopefully others feel the same about the changes. :)
Changes to Experience Points, Level Ups, and Bonus Stats
Posted by Adrian Marceau on January 19th, 2013 at 12:39pm
Viewed 670 Times

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