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Mega Man RPG Prototype Game Development

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Prototype Devroom : Game Suggestions

June 24th, 2013 at 5:40pm
 
Developer
Adrian Marceau
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
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 functions, how the turns work, the features/mechanics that are available, etc. and I welcome any and all comments and/or criticisms you may have.

Please, let me and all the rest of us know what's on your mind - what could make the game better? What new ideas do you think would fit in with the existing framework and what mechanics needs to go? Tell me!

For website-related suggestions, see this thread.
Prototype Devroom : Game Suggestions
Posted by Adrian Marceau on June 24th, 2013 at 5:40pm
Viewed 24837 Times
 
Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on May 17th, 2016 at 10:16pm
Posted 2016/05/17 at 10:16pm
#1
@TheDoc : I would have to agree with you on all of your points. Yes, once there are more robots maybe I'll probably limit fusion fields to just "core" robot masters but for now I'm going to leave it. It can easily be adjusted later when the time comes, and I currently also like the feeling of running into new faces for the first time and scanning. Also, it's good to hear that the Bonus Field is doing it's job. Thanks for the feedback. :)
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on May 27th, 2016 at 1:44pm Edited on 2016/05/28 at 11:17pm
Posted 2016/05/27 at 1:44pm Edited 2016/05/28 at 11:17pm
#2
Just an itsy-bitsy suggestion for the sake of streamlining, but it'd be nice to have some sort of way to find out whose field stars and fusion stars you're selling to Kalinka. Something along the lines of [L] [W] [C] symbol to find out which is which. I should mention that off the top of my head I can't necessarily think of an applicable use for this besides less confusion when it comes to grinding, though.....

EDIT: Also, for the sake of accessibility, could we add some sort of page system to the Mission tab of a Player's profile? I legitimately can't look through my Dr. Wily campaign without my computer slowing down :/
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2018StudiosN
658,104,324 BP
6 TP | 426 PP
Posted on June 29th, 2016 at 11:17pm Edited on 2016/06/29 at 11:30pm
Posted 2016/06/29 at 11:17pm Edited 2016/06/29 at 11:30pm
#3
A small suggestion, regarding Sword Man. Rather than being a Flame Core robot, I believe he should be changed over to a Cutter Core or Flame/Cutter Core, since his name better suits a Cutter Core, but his ties to fire, including the majority of his stage and the Flame Sword, support him being a dual core RM.

Pay no attention to the text above. The person who typed it up is very... *Ahem* "Stupid"
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on June 29th, 2016 at 11:23pm
Posted 2016/06/29 at 11:23pm
#4
@StupidStudiosN : Your concerns are already covered; Sword Man's currently a Cutter-core in MMRPG World.
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NiceIce
770,544,761 BP
8 TP | 730 PP
Posted on June 30th, 2016 at 12:21pm
Posted 2016/06/30 at 12:21pm
#5
Core Combining! You can combine 2 cores to make A dual core to deal 2 kinds of damage to A enemy! It should also increase how much damage the CORE does.
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RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 30th, 2016 at 12:27pm
Posted 2016/06/30 at 12:27pm
#6
Core Shards. Basically, each robot that isn't a copy or neutral core has a "shard" that lets them use abilities of that type, as long as they are not dual type. FOR INSTANCE: If Slash Man has a Cutter Shard, he can use attacks like Rolling Cutter or Triple Blade, but now Quick Boomerang. However, if there's a Nature/Cutter type move, he can use it.
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Retro Pikachu
3,561,826,418 BP
30 TP | 621 PP
Posted on June 30th, 2016 at 12:40pm
Posted 2016/06/30 at 12:40pm
#7
@RotomSlashBlast : See Post #10 (and maybe Post #9) of this thread.
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RotomSlashBlast
1,567,654,000 BP
13 TP | 874 PP
Posted on June 30th, 2016 at 1:11pm
Posted 2016/06/30 at 1:11pm
#8
@Retro Pikachu : I KNOW about that, but still. I think there should be core shards for each RM.
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Retro Pikachu
3,561,826,418 BP
30 TP | 621 PP
Posted on July 23rd, 2016 at 2:24pm Edited on 2016/07/23 at 3:28pm
Posted 2016/07/23 at 2:24pm Edited 2016/07/23 at 3:28pm
#9
What if each of the Robot Masters had their own Passive (i.e. Pokemon Abilities)? It would help make each Robot Master unique, as it's harder to see the difference between, say, Fire Man and Heat Man, since the only real differences are WE consumption for Fire Storm, Fire Chaser, and Atomic Fire and stats. Here are some ideas if it does get implemented somehow:

fire-man Fire Man: Flames of Justice

Attacks do double damage to foes who have disabled one of your robots.

heat-man Heat Man: Blazing

Attack +50% if at 50% or lower health.

quick-man Quick Man: Unrivaled Speed

Attacks with a speed of 2 or lower have their speed increased by 1.

roll Roll: Personal Gift

At the end of each turn, Roll heals 5% of her maximum HP.

bass Bass: Pride

All stats are increased by 20% if Bass is at 50% HP or lower.

ring-man Ring Man: Combat Strategist

If Ring Man deals Super Effective damage, damage is multiplied by 2.5 instead of 2.

EDIT: Other Ideas?

proto-man Proto Man: Proto Shield

Survive a fatal blow with 1HP.

wood-man Wood Man: Power of Nature

Wood Man's attacks ignore field multipliers less than x1.

time-man Time Man: Time Disruption

If Time Man is attacked directly (not from the bench), opponent's speed is reduced by 10%. Effect stacks.

magic-man Magic Man: Roulette

At the start of each turn, Magic Man either gains or loses 10% of attack, defense, or speed. Effect only lasts until the end of the turn.
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NiceIce
770,544,761 BP
8 TP | 730 PP
Posted on July 23rd, 2016 at 2:49pm
Posted 2016/07/23 at 2:49pm
#10
@Retro Pikachu : I SUPPORT THIS IDEA. AND CONGRATZ ON ALL 1024 STARS
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Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on July 23rd, 2016 at 3:08pm
Posted 2016/07/23 at 3:08pm
#11
@Retro Pikachu : I like your idea, but here's the thing: What's the point of the speed of attacks, really?
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Retro Pikachu
3,561,826,418 BP
30 TP | 621 PP
Posted on July 23rd, 2016 at 3:10pm
Posted 2016/07/23 at 3:10pm
#12
@Beta Man : Basically the calculation for "who attacks first" prioritizes Attack Speed before checking Robot Speed. For instance:

Proto Man (95 Speed) vs Bass (105 Speed)

Proto Man uses Buster Shot while Bass used Rolling Cutter. Proto Man attacks first.

Buster Shot Speed: 5
Rolling Cutter Speed: 4
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Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on July 23rd, 2016 at 5:33pm Edited on 2016/07/23 at 5:37pm
Posted 2016/07/23 at 5:33pm Edited 2016/07/23 at 5:37pm
#13
@Retro Pikachu : I like that idea; it helps diversify each robot individually as opposed to only looking at the core and the stats. I believe there was a Secondary Abilities thread that had a similar idea buried somewhere; I'd suggest looking at that and seeing if that gives any good ideas. I don't think they were all passive abilities, though. I'd like the idea of passive abilities better than unique active abilities.

EDIT: Found it.
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Negaman
9,080,402 BP
0 TP | 9 PP
Posted on August 12th, 2016 at 7:51pm
Posted 2016/08/12 at 7:51pm
#14
If Megaman S Protoman S or Bass S, can't be robot masters you can get perhaps make it so if you beat all of the current three battles with them you unlock them as a toggleable skin for megaman protoman or bass only, not a thing that super important i know but to that seems to be a way to resolve everyone asking if you can unlock them
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TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on August 19th, 2016 at 10:52pm
Posted 2016/08/19 at 10:52pm
#15

gemini-man ...Just a small suggestion, now that Mechas have received attention in the last update. I would say Mecha Support is not used much in Player Battles because for the most value out of a battle, people would do 8 vs 8 battles. Well, you can't use Mecha Support in a 8 vs 8 because there are no slots available for the Mechas, so it ends up being a wasted turn. Therefore, I'd like the enemy AI to check to see if there are any empty slots available prior to using Mecha Support. If there aren't any slots, choose another attack instead. This check doesn't make the AI any harder, but instead prevents the AI from becoming stupid occasionally in a Player Battle. If this were in place I'd be fine with sticking Mecha Support on my robots. ring-ring
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ThatOneEnder
4,279,483,687 BP
10 TP | 592 PP
Posted on August 20th, 2016 at 8:52pm
Posted 2016/08/20 at 8:52pm
#16
Here's a bit of a small suggestion: When you beat Dr. Light/Wily/Cossack's story, you could be able to use them as a profile pic, as a added small bonus. Its small, but it would be a nice addition.
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super ultra man
17,917,235 BP
0 TP | 5 PP
Posted on September 3rd, 2016 at 12:46pm Edited on 2016/09/03 at 12:48pm
Posted 2016/09/03 at 12:46pm Edited 2016/09/03 at 12:48pm
#17
two buttons for cores one old use and one new use EDIT: also add the mm1 robotmasters powered up attacks
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Negaman
9,080,402 BP
0 TP | 9 PP
Posted on September 4th, 2016 at 2:20pm Edited on 2016/09/04 at 6:17pm
Posted 2016/09/04 at 2:20pm Edited 2016/09/04 at 6:17pm
#18
Perhaps a skin for normal Megaman could be "Megaman?" from powered up maybe?

Here's a interesting suggestion perhaps have a Copy Robot that you can get and have it pretty much act like a Ditto?

EDIT: Please don't double-post within minutes of each other; leave at 24 hours between two consecutive posts. Thanks!
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Negaman
9,080,402 BP
0 TP | 9 PP
Posted on September 12th, 2016 at 9:38am
Posted 2016/09/12 at 9:38am
#20
Here's a good idea to keep the challenge up for people that have a maxed out level 100 team, how about make a difficulty selector so you could fight level 100's and still have a challenge
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