Attention! This is a legacy build of the Mega Man RPG from 2017 and is no longer being maintained.
Reported bugs will not be fixed and any progress made here will not be saved.
Return to the archive index for more legacy content or
play the current version of the game for all the new stuff.
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!
I guess that makes sense. Sadly, I guess Flash Stopper has reached its max as far as how Neutral Cores can use them. I just finished gathering all of the Time Stars. Water, however...I've yet to seriously get Toad Man's Stars, and right now Rain Flush is at 70%. Rain Flush and Flash Stopper just about kills any team that has weaker defense than my offense.
On my earlier post on player battles, could someone who just beat you have a higher chance of appearing in player battles for REVENGE?! Also, a button to skip the notices that says someone fought you or won/lost.
Posted on February 16th, 2014 at 11:53pmEdited on 2014/02/17 at 12:02am
Posted 2014/02/16 at 11:53pmEdited 2014/02/17 at 12:02am
#4
@MegaBossMan: I get those notifications ALL the time now. It actually drove me into a rage earlier when I really needed to be calm since I'm recovering from surgery. I've had to put almost everyone into Dr. Cossack's team since people were just battling my robots to grind BP, especially since I'm about 30% done with getting all of my robots max stats. I almost wish I could be taken off the system. I also wish for even teams like Gigggas's to be displayed all the time. Some teams like his don't even show up at all in the rotation unless they are online. Of course, I'm starting to hate the Player Battle system overall, so I may be coming off a bit biased...
EDIT: Oh gosh, I got 15 notifications when I came online, though I was happy to know that I was positive for once. My robots won 10 out of 15 matches they were involved in (Apparently Gigggas was trying to train his Elec Man, but my four team of Metal Man, Ring Man, Fire Man, and Dive Man [I think] kept beating him).
Actually, I had an idea of a special battle as well. Place a robot from each of the top 8 players' teams into a "Final Destination"-type field with Damage x1.5, Recovery x1.5, and Experience x0.0. Starforce is enabled for both sides, and the BP reward is increased from a regular 8 level 100 robot battle. Play "We Are The Robots", and we should have ourselves a not-so-final battle that is sure to test anyone's abilities.
For an intro battle sometime in the future, we should fight aganist Slur. It could teach you the basics while at the same time, you can't damage Slur due to being advanced and all alien-like.
Posted on February 18th, 2014 at 12:42pmEdited on 2014/02/18 at 12:48pm
Posted 2014/02/18 at 12:42pmEdited 2014/02/18 at 12:48pm
#9
What sanca suggested is something like this example: Mega Man could choose to combine his abilities with Cutman, giving Mega Man increased damage on Cutter-type abilities (and his Mega Buster would become Cutter element), but Mega Man would be weak to Impact and Flame type abilities. This fusion would last for three turns unless the user cancels the fusion or chooses another robot to fuse with. I kind of think this would greatly increase the complexity of the battles.
I was wondering about Slur anyway. I guess he's another of the custom characters created for this game, or is he from an obscure game?
Posted on February 22nd, 2014 at 2:10pmEdited on 2014/02/22 at 2:10pm
Posted 2014/02/22 at 2:10pmEdited 2014/02/22 at 2:10pm
#13
I think one of the reasons that people do not constantly play the game is because there really isn't enough things to do to keep people interested. Grinding is not exactly the most fun thing to do, of course. So I propose an idea that could interest both the regulars and the ones that pop up every now and then. I even have a name for it, and this could go in the Bonus Chapter portion of the stories, or perhaps as a separate story altogether. My new idea is: Robot Museum.
Since we already can generate random robots and stats via the Bonus Chapter battles, I suggest using the concept here as well. The mode's goal is to do as many battles as you possibly can. Up to 8 robots can be entered into the battle, though for this battle only, the robots will go back down to level 1, though they keep any abilities they have (though they cannot change abilities during the competition), and since items are very easy to accumulate, they cannot bring any items into the battle (though they will still have the items for other story battles). Robots can either earn EXP from the robots they destroy, or they level up a certain amount based on their performance in the battle. Their opponents are randomly generated mechas and RMs (there will be more of the RMs as the competition goes on), which also gain levels as the battle goes on, though to make the competition a little interesting, they level up and gain stats much quicker than the player robots. Players can stop after a certain number of battles have been played. Let's say players can choose to quit after doing 3 battles. If they go on, they get the option again after another 3 battles, but not inbetween. If they leave, they keep any rewards they earned during the trip, but if they lose, then it's like the player didn't enter the competition at all. The battle can even go so far as to include robot data from other Players. This could be the format for how rewards can be given to the player:
1: No rewards 2: New ability (unless they have all of them, in which case nothing happens) 3: Bonus E or W Tank 4: No rewards 5: New Fusion Star (unless they have all of them, in which case nothing happens) 6: No rewards 7: Bonus E or W Tank 8: New ability 9: No rewards 10: Bonus Extra Life 11: No rewards 12: New Fusion Star 13: No rewards 14: Bonus E or W Tank 15: Bonus Extra Life 16: No rewards 17: New ability 18: New Fusion Star 19: No rewards 20: Extra ATK, DEF, and SPD for a RM of your choice (And I mean not to be applied in this battle, more like you just destroyed a robot that had like 20000 ATK in a regular battle) ... 50: Extra Yashichi (instead of Extra Life or extra stats) [This is the only item that stays with you when you leave the competition, assuming you didn't lose a battle]
In addition to some items being rewards, regular item drop rates apply here as well, so you'll get capsules with which to repair your robots. Players also accumulate BP during the competition, but they lose all BP if they lose a battle. When you leave the competition, your robot stats and items are reset back to what they were before you entered. If you earned any of these during the competition, though, you get to keep them:
New abilities New Fusion Stars Extra Stats Yashichis
What do you guys think of this idea? We should add some more modes that don't really involve any grinding, so that players can stay interested a little longer.
Don't forget that players will have access to any items that they collect. Also, the rate of increase of the opponents can always be adjusted if they're too hard at the start. The main problem once you beat the story is that the story matches are too easy, so there needs to be some challenge in the game aside from Player Battles.
Posted on February 23rd, 2014 at 8:25pmEdited on 2014/02/23 at 8:42pm
Posted 2014/02/23 at 8:25pmEdited 2014/02/23 at 8:42pm
#16
I think Tail's idea is excellent. It reminds me of the Battle Frontier in Pokemon Emerald. Since starting back at level 1 after entering puts every player on equal ground, there could even be a leaderboard for it that shows which players have gotten the farthest.
I also love how that game mode would emphasize strategic team construction rather than grinding. You won't be able to easily beat higher-level enemy RMs in this game mode. Robots like Roll would actually be quite good for supporting the team and stalling opponents in this low-level environment. Forming a team that can pull off attack combinations (like Bubble Spray + Bright Burst) would actually be worth doing.
Would the player's star force carry over into this game mode? I think it would probably give an unfair advantage to the player unless the enemy team also gets its own star force. Players without the full star force would also be at a disadvantage as well if so.
@Gigggas, that is a good point. If I were designing this mode (I probably COULD if I knew more about web programming...), I guess I would not allow starforce to be used entirely in the competition to simplify things.
Since there's a slight interest in the idea, though ultimately Adrian would have the final say, I believe, allow me to be a little more specific in how the battles would progress in the competition. I have selected my 8 robots to participate, and I equip my robots with my abilities so that I could be as well prepared as I could for anything that comes my way, so naturally my robots would have an ability or two that damages all enemies, as well as some strong hitters. In my first battle, I come across a fusion stage of Guts and Dust, so I am in this stage and situation:
Battle 1: Stage: Mountain Scrapheap (I forget the field modifiers...) Goal: 16 turns
The Goal is an important figure in the Battle Museum. How quickly you finish your battles determines what your next enemy team will be. To keep it simple, this is how much the difficulty will increase based on your performance:
1-15: Much harder Exactly 16: Somewhat harder 17+: Little harder
Here are example teams of what would happen based on how soon I finish the current team, assuming the same fusion stage (the stage is different after each battle):
Eventually the RMs will take over and you will usually fight a team of 4-8 RMs with some mechas for fewer than 8 RMs, and when they hit level 100, their stats (except for Energy), will continue to increase, much like player robots can when they hit level 100. That's how the difficulty will increase during the competition. Unlike in the Demo Battles (now THOSE are hard...), your robots will level up. Although your opponents will hit level 100 before your robots do, you will hit it eventually as well, and stats for all of your robots will gradually increase as you continue to win battles. That's basically what I envision for a "beta" of this idea.
@shrek ogre I don't think Shrek would be in the game. The main robots haven't even been finished yet, Shrek doesn't really have a role here, and I don't think they have 8-bit Shrek sprites out there.
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