Attention! This is a legacy build of the Mega Man RPG from 2022 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!
@Nims2DR : they were renamed, that's what I meant. The developer decided that robot master abilities should have their own unique "title" (as I'm calling it), so that's why Flash Man has FLASH stopper, which is actually his TIME stopper, but renamed to HIS name and Bright Man's Flash Stopper is now Bright Burst to better fit him, although this is a different case. Another example is Storm Bolt which is actually Cloud Man's THUNDER Bolt
@MegaMan1027 : problem with that is the core types, meaning that each alt will need 19 different versions of them. Removing the core type alts isn't an option, as the developer wants to keep them.
also obviously you aren't the first one to suggest (most?) of those alts
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