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Prototype Devroom : Game Suggestions

June 24th, 2013 at 5:40pm
 
Developer
Ageman20XX
Ageman20XX
6,229,328 BP
207 TP | 537 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 Ageman20XX on June 24th, 2013 at 5:40pm
Viewed 20447 Times
 
StupidStudiosN
10,467,337 BP
6 TP | 450 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
#1
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
53,376,288 BP
55 TP | 1808 PP
Posted on June 29th, 2016 at 11:23pm
Posted 2016/06/29 at 11:23pm
#2
@StupidStudiosN : Your concerns are already covered; Sword Man's currently a Cutter-core in MMRPG World.
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deadacc
5,425,532 BP
8 TP | 732 PP
Posted on June 30th, 2016 at 12:21pm
Posted 2016/06/30 at 12:21pm
#3
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
38,781,442 BP
15 TP | 1890 PP
Posted on June 30th, 2016 at 12:27pm
Posted 2016/06/30 at 12:27pm
#4
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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Retrop
13,629,397 BP
31 TP | 765 PP
Posted on June 30th, 2016 at 12:40pm
Posted 2016/06/30 at 12:40pm
#5
@RotomSlashBlast : See Post #10 (and maybe Post #9) of this thread.
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RotomSlashBlast
38,781,442 BP
15 TP | 1890 PP
Posted on June 30th, 2016 at 1:11pm
Posted 2016/06/30 at 1:11pm
#6
@Retro Pikachu : I KNOW about that, but still. I think there should be core shards for each RM.
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Retrop
13,629,397 BP
31 TP | 765 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
#7
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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deadacc
5,425,532 BP
8 TP | 732 PP
Posted on July 23rd, 2016 at 2:49pm
Posted 2016/07/23 at 2:49pm
#8
@Retro Pikachu : I SUPPORT THIS IDEA. AND CONGRATZ ON ALL 1024 STARS
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Beta Shadow
14,987,917 BP
39 TP | 3363 PP
Posted on July 23rd, 2016 at 3:08pm
Posted 2016/07/23 at 3:08pm
#9
@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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Retrop
13,629,397 BP
31 TP | 765 PP
Posted on July 23rd, 2016 at 3:10pm
Posted 2016/07/23 at 3:10pm
#10
@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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TheDoc
11,766,006 BP
3 TP | 717 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
#11
@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
2,949,862 BP
0 TP | 9 PP
Posted on August 12th, 2016 at 7:51pm
Posted 2016/08/12 at 7:51pm
#12
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
11,986,599 BP
20 TP | 467 PP
Posted on August 19th, 2016 at 10:52pm
Posted 2016/08/19 at 10:52pm
#13

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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ThatOneEnderMan
17,596,770 BP
12 TP | 703 PP
Posted on August 20th, 2016 at 8:52pm
Posted 2016/08/20 at 8:52pm
#14
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
2,919,632 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
#15
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
2,949,862 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
#16
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
2,949,862 BP
0 TP | 9 PP
Posted on September 12th, 2016 at 9:38am
Posted 2016/09/12 at 9:38am
#17
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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Retrop
13,629,397 BP
31 TP | 765 PP
Posted on September 12th, 2016 at 11:53am
Posted 2016/09/12 at 11:53am
#18
@Negaman: I believe MMRPG World will have a Difficulty Selector, IIRC. Also, there already is an area if you have a level 100 team: it's called Bonus Field II.

And hey, if that's not tough enough, go to player battles. If you don't have a good enough team, the foes there will burn you to a crisp and dance on your ashes.
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Administrator
MegaBossMan
53,376,288 BP
55 TP | 1808 PP
Posted on January 16th, 2017 at 5:12pm
Posted 2017/01/16 at 5:12pm
#19
So I've been thinking over this concept for this latter half of last year, but what if for certain moves, you were able to attack your own benched team....and then not necessarily have that being a bad thing?

It sounds like an unorthodox part of a RPG system, sure, why would that ever be a thing you'd have to consider in a game? The idea of aiming for your own team rather than your enemy wouldn't seem like it'd have any particular benefits to a battle, but a lot of Prototype's own attacks have to deal with the principle of status effects, and as I thought about it, a lot of those status effects are usually double-edged swords in a sense. There's areas where you'd naturally see the benefit of attacking your opponent with it, but there's also areas that'd actually serve some use for possibly hitting your team with it. Take, for example, something like the Guts Man fight. A rather unfair portion of his battle has to deal with the Super Throw, which always, ALWAYS send your team member to the bench and completely stutters a consistent fighter in battle. And that's fine, that's the gimmick of the attack, but I was thinking about a possible counteraction that wouldn't make Super Arm useless but gives a possible defense. But hey, you know what move specifically makes it so that you can't be switched out? Ice Man's Ice Breath! I don't think there's any programming in place for if Super Arm were to go against Ice Breath, but it'd give Super Arm not a hassle with the proper strategy but it'd require innovative thinking on the player's part. But, uh, how would Ice Man ever be a consistent part of battle to stop Super Arm? Sure, you can unlock Ice Man, but it's not like he can hit his own teammates...

If you read the first part of this suggestion and not just the example, you'd probably know the point I'm leading into. Granted, I'm not entirely sure that you'd want your team to be damaged so might be best to program in that when you're attacking your own bench, maybe it doesn't hurt as much/at all? Of course, this wouldn't apply for all moves--There's no applicable use in hitting your team with Buster Shot so that probably shouldn't be an option. Later down the line though, this could prove to have further uses....Let's think about Mercury the Stardroid, for example. The Grab Buster is an interesting technique that can siphon away health from the player in MMV, but in Prototype this wouldn't necessarily be an issue because you could just bring in a team that are resistant to Grab Buster. But according to sources Mercury's not exactly a team guy who likes to share even though he's Communist, so what if his mechas or teammates in that fight were weak to Grab Buster? If he's in trouble he can quickly steal health from his own allies, and it stays true to the guy's own nasty personality so that's bonus points! Not to mention what this could do for robots with affinities. Low on health items but you've got a Water-core robot in trouble? Why not hit him with a Water Wave to replenish health? Not to mention that if passive innate abilities like Pokemon's ever come in, it can help add another level of design! As far as I recall this isn't a mechanic that I've seen had use before, you can certainly hit your own teammates in Pokemon with moves like Surf, but those were always detrimental. Not to mention that MMRPG's a game all about building up robot teams and forming a bench, it's never about 1 v 1 fights. You'd figure there'd be interesting ways to interact and actually have a team function as a team with actual strategy in mind.

I'm sure I'm forgetting about some mcguffin that makes all of this have a flaw, but I'd like to hear what other people think. Do this have an use? Or was MBM just spouting off nonsense?
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ThatOneEnderMan
17,596,770 BP
12 TP | 703 PP
Posted on January 25th, 2017 at 3:29pm
Posted 2017/01/25 at 3:29pm
#20
Okay, so, quick extremely small suggestion but, Spines in Mega Man 1's only weakness is the Rolling Cutter, yet it resists it in game. Correct me if I am wrong about that though, but because of that, why are Spines resistant to Cutter?
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