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Prototype Devroom : Game Suggestions

June 24th, 2013 at 5:40pm
 
Developer
Ageman20XX
Ageman20XX
7,781,269 BP
210 TP | 568 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 21258 Times
DaCrashBomber
 
DaCrashBomber
11,471,195 BP
1 TP | 281 PP
Posted on June 6th, 2015 at 11:13am
Posted 2015/06/06 at 11:13am
#1
Oooohhh... *facedesk*
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ThatOneEnderMan
 
ThatOneEnderMan
47,966,206 BP
12 TP | 703 PP
Posted on June 6th, 2015 at 11:31am
Posted 2015/06/06 at 11:31am
#2
Ok, he is a better Idea: what if we put the Shuffle and Randomize buttons in Chapter 4, so when ever you want new stars, you don't have to go all the way to the player editor, then back. I dunno though.
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Musical
 
Musical
13,667,883 BP
14 TP | 796 PP
Posted on June 7th, 2015 at 1:07am Edited on 2015/06/07 at 1:18am
Posted 2015/06/07 at 1:07am Edited 2015/06/07 at 1:18am
#3
Stat swaps need to go, I can't even tell you how many times I got the enemy's stat (Mostly Hp) down to almost zero, then the AI uses a stat swap so they have monstrously high HP while I'm nearly dead, these attacks should either be taken out or be nerfed, such as not being able to attack for X amount of turns depending on how much the user gained.
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Beta Skull
 
Contributor
Beta Skull
21,645,936 BP
42 TP | 4757 PP
Posted on June 7th, 2015 at 9:47am
Posted 2015/06/07 at 9:47am
#4
@MusicalKitty : I can only agree with Energy Swap going away, but it's most likely not going to happen.
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MetaKirbSter
 
MetaKirbSter
12,758,493 BP
54 TP | 1665 PP
Posted on June 7th, 2015 at 9:55am
Posted 2015/06/07 at 9:55am
#5
@Bt Man : I agree. Energy Swap, Though Rare for someone to use... is tedious.
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Beta Skull
 
Contributor
Beta Skull
21,645,936 BP
42 TP | 4757 PP
Posted on June 7th, 2015 at 1:50pm
Posted 2015/06/07 at 1:50pm
#6
@MetaX : It isn't, however, rare for Rhythm to use in the Cossack battle.
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megaprotobassman
 
megaprotobassman
4,746,750 BP
4 TP | 126 PP
Posted on June 23rd, 2015 at 12:53am
Posted 2015/06/23 at 12:53am
#7
Can you put megaman unlimited robots (incloding yoku man, whirpool man wnd maybe the z-prototype) in the game (you know the game, right?)
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MegaBossMan
 
Administrator
MegaBossMan
55,009,791 BP
55 TP | 1823 PP
Posted on June 23rd, 2015 at 1:02am Edited on 2015/06/23 at 3:00am
Posted 2015/06/23 at 1:02am Edited 2015/06/23 at 3:00am
#8
@megaprotobassman : While we'd love to expand our Robot Masters to the field of fandom, the higher priority at the moment is to finish every Robot Master from the original Capcom games. Fan-made robots aren't out of the question, and while we're still pretty far off from that time. Just not now. Do note that using a Robot Master from another fan-game would have to include all the 9 miles, such as sprites, abilities, fields, mechas, as well as permission from the original creator of the character.

As for Zero, we'd like to stay as Classic as possible. Maybe a few hints or music tracks, but who knows what the future holds....?
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Brimstone
 
Brimstone
2,938,700 BP
0 TP | 225 PP
Posted on June 23rd, 2015 at 2:47am
Posted 2015/06/23 at 2:47am
#9
Pretty certain the other Robot Masters from the original Mega Man could be added to the Doctor Chapters as Chapter 6 and so on.

Or they could be unlocked similar to how you get the MM3 Robot Masters (Which I still have no idea how to get)
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megaprotobassman
 
megaprotobassman
4,746,750 BP
4 TP | 126 PP
Posted on June 23rd, 2015 at 2:49am
Posted 2015/06/23 at 2:49am
#10
megabossman: hey! I just write a suggestion. This what you do in this topic. Beside, you have to admit that its a very good idea! (By the way, long time no write)
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ThatOneEnderMan
 
ThatOneEnderMan
47,966,206 BP
12 TP | 703 PP
Posted on June 30th, 2015 at 6:07pm
Posted 2015/06/30 at 6:07pm
#11
@Retro Pikachu : We sort of already debating this. >.>
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MetaKirbSter
 
MetaKirbSter
12,758,493 BP
54 TP | 1665 PP
Posted on June 30th, 2015 at 6:10pm
Posted 2015/06/30 at 6:10pm
#12
@ThatOneEnderMan : Yep...
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Musical
 
Musical
13,667,883 BP
14 TP | 796 PP
Posted on July 16th, 2015 at 1:21am
Posted 2015/07/16 at 1:21am
#13
I don't remember when, but I suggested that Mega/Proto/Bass busters be closer to their in-game counterpart for more variety such as:

proto-man Proto Buster - Proto buster has a base power of 49 instead of 32, needs t be charged, and lowers the user's base defense by, how 'bout 5 or 10%. 3 WE

mega-man Mega Buster - Mega Buster is fairly same, but if the User is charged with it and uses Buster Shot, it will fire a mid-sized buster shot, with a base power of 18 instead of 12. 2 WE

bass Bass Mach Buster - Bass Buster doesn't need to be charged, but it hits 5-8 times at a base damage of 5 per hit. 3 WE
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SarahlinDMG
 
SarahlinDMG
18,635,209 BP
11 TP | 561 PP
Posted on July 16th, 2015 at 11:54am
Posted 2015/07/16 at 11:54am
#14
@MusicalKitty : actually to be honest...i kinda did that.... but...nice try.......think they're already planning it..or just waiting for it.... eh either way,....stealing that idea wasn't very nice of you.
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ThatOneEnderMan
 
ThatOneEnderMan
47,966,206 BP
12 TP | 703 PP
Posted on July 16th, 2015 at 12:24pm
Posted 2015/07/16 at 12:24pm
#15
@ZeroDXZ : Hey, musical probably didn't know you had a similar idea to this, so its alright, I guesssss?
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SarahlinDMG
 
SarahlinDMG
18,635,209 BP
11 TP | 561 PP
Posted on July 16th, 2015 at 1:31pm
Posted 2015/07/16 at 1:31pm
#16
@ThatOneEnderMan : it was put on the Development SNC Thread minutes/pastebin report thanks to MBM... he should've seen it
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Musical
 
Musical
13,667,883 BP
14 TP | 796 PP
Posted on July 19th, 2015 at 2:19am
Posted 2015/07/19 at 2:19am
#17
@ZeroDXZ : Actually, I didn't know you posted this idea, sorry 'bout that.
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THE ANCIENT ONE
 
Contributor
THE ANCIENT ONE
14,032,839 BP
39 TP | 706 PP
Posted on July 19th, 2015 at 10:10am
Posted 2015/07/19 at 10:10am
#18
Could we make a costume shop where we would have to buy alts with screws and a option in the robots section to change a robot to its alt color?

mega-man You can make a alt of Mega Man without a helmet or something
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Beta Skull
 
Contributor
Beta Skull
21,645,936 BP
42 TP | 4757 PP
Posted on July 19th, 2015 at 10:15am
Posted 2015/07/19 at 10:15am
#19
@MegaBoyX7 :
1. Costume shops are not likely.
2. Screws actually can't be used as credits in the game: you actually sell them to Auto.
3. We actually already have that robot changing thing in the prototype of the update.
4. Mega Man alts are also not likely.
^ Top
THE ANCIENT ONE
 
Contributor
THE ANCIENT ONE
14,032,839 BP
39 TP | 706 PP
Posted on July 19th, 2015 at 10:21am
Posted 2015/07/19 at 10:21am
#20
@Bt Man : Oh... so umm... Why can't we have a Mega Man helmet off mode thing? its just to see Mega Man's hair... because why not... A break man alt for Proto Man is also a good idea
^ Top

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