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!
Meh, I'd rather do without that. Mechas are a great way to pick up various items because RMs drop cores left and right (albeit you have to use a super effective move, but is it really that tough to use a move they're weak against?) If Core Shards were implemented, more often than not you'd be carrying handfuls of Shards and Cores. Let's leave the variety of dropped items as is instead of limiting said variety with Core Shards.
...I'll even venture so far as to say that I've obtained cores without using super effective attacks. It was really weird when they kept dropping while I was training my MM3 robots on Final Destination.
Posted on July 7th, 2014 at 10:00pmEdited on 2014/07/12 at 8:54pm
Posted 2014/07/07 at 10:00pmEdited 2014/07/12 at 8:54pm
#5
I have some idea for field names myself. I don't care if it doesn't get in, because it seems pretty fun.
Mega Man 7 Freezing Caverns Elevated Weather-Station Trash Depository Alchemist Workshop Prehistoric Museum Bounce Corporations Haunted Graveyard Delivery Route
Mega Man 8 Amusement Playground Explosives Producer Frozen Borough/Ramp (Either one.) Aerial Warships Cosmos Observatory Ancient Palace Camouflaged Battlegrounds Moist Cliffs
Mega Man and Bass Artic Buildings Burning Wasteland Sunken Vessels Grounded ...... Balloon Festival Opening Show Bizarre Labyrinth Conveyor Energy-Producer
And lastly, Mega Man 10. I could do V, but can't they all be described with planets? Classified Databanks Polluted Gutter Solar-Powered Factory Chilled Glaciers Lengthy Highway Desert Base Fortified Stronghold Packed Stadium
And there it is. Don't know if those will get in-game, but pretty fun.
Posted on July 8th, 2014 at 2:32pmEdited on 2014/07/08 at 3:00pm
Posted 2014/07/08 at 2:32pmEdited 2014/07/08 at 3:00pm
#6
I have some ideas for new 2nd abilities for the MM2 RMs (assume Energy to be 8 unless otherwise specified). I do know about the ones that are already planned (i.e Crash Avenger), so I'll do the ones I am aware of (which is just Crash Avenger and Crash Driller. I'll treat them like they both cost 8 WE). If there are any others that I'm missing, those'd be nice to know about . Anywho...
Metal Dash (I might change this) Type: Cutter/Impact Power: 30 damage Accuracy: 84% Speed: 5 Description: The user recklessly dashes towards the target using blades attached to its feet. If the user misses with this attack, he/she takes 80% recoil damage.
Time Warp Type: Time/Swift Power: N/A Accuracy: 100% Speed: 4 Description: The user manipulates the boundaries of time so that he/she always makes the first move for the next two turns (with the exception of the turn used to use this ability).
Heat Tackle Type: Flame/Impact Power: 75 Accuracy: 50% Speed: 4(initial)/9(tackle) Description: The user spends one turn charging the attack, then is forced to fly at the enemy the next turn with a blazing tackle.
Bubbleman already has a 2nd weapon...
Song of Storms(Song of Storms? Type: Wind/Electric? Power: 10% Recovery (among other things) Accuracy: 100% Speed: 4 Description: The user calls forth a giant storm cloud, acting as a Field Support for the user and boosting all stats by 10% (this includes recovering 10% Energy, not increasing the total capacity). The storm cloud will disappear if the user is defeated. This ability can only be used once per battle.
Wood Wall Type: Nature Power: 20% Recovery Accuracy: 100% Speed: 4 Description: The user erects a wide wall of wood to protect from incoming attacks. This wall does not follow the user; instead, it raises the defense of the active user by 20% until said character switches out or is defeated.
Crash Avenger Type: Explode/Shadow Power: Varies Accuracy: 100% Speed: 4 Description: The user avenges his fallen comrade by firing a dark bomb that has the same amount of power that the killing blow to his fallen ally had multiplied by 1.5 /*(For example, if the enemy killed the most recent fallen ally with a Buster Shot with 14 power and someone on the side of the RM who died used Crash Avenger, the power of the ability would be 14 x 1.5 = 21).*/ If no ally has died in the current battle, this ability has a power of 15.
Actually...Imma skip Crash Driller for now.
Quick Mode Type: Swift/Neutral Power: 60% Damage/50% Recovery Accuracy: 100% Speed: 4 Description: The user becomes a glass cannon by sacrificing its shields in order to boost weapon efficiency and mobility.
These are subject to change and merely suggestions. Comment, like, and subscribe :D
Posted on July 8th, 2014 at 3:06pmEdited on 2014/07/08 at 3:08pm
Posted 2014/07/08 at 3:06pmEdited 2014/07/08 at 3:08pm
#7
We already have ideas for the 2nd tier weapon in this thread. Please review those and then put your ideas in there please? Mind putting it there for consistency's sake? Review the chatlog, and maybe get some ideas?
Since bugs are always going to be found, why not gather up a group of trusted users and make them playtesters a few hours before a major update and let them report back so bugs can be fixed before the Update? Meh, just throwing out ideas.
Posted on July 10th, 2014 at 10:38pmEdited on 2014/08/29 at 2:16pm
Posted 2014/07/10 at 10:38pmEdited 2014/08/29 at 2:16pm
#14
I just had an idea sparked by the dual cores that some robots have: What if each robot (or maybe just some robots) had a primary and secondary core?
For example, Heat Man could have a primary Flame Core, which would allow him to equip both single and dual type abilities so long as Flame is in there somewhere. However, because his main attack in the Classic game is him using this fast and hard-hitting Heat Tackle, his secondary core could be Swift, meaning that he can only equip single type Swift abilities for that core. In other words, if Heat Man had a Swift secondary core, he could equip Top Spin, but not Quick Boomerang.
OPTION #1 The devs think up a 2nd core for each RM. This would obviously take a lot of time and effort.
OPTION #2 THIS is the option I like. You could make 2nd Cores be equippable so no robot is confined to one 2nd core. Let's say that Heat Man can have a Swift OR Impact 2nd core attached. This way the player can choose which 2nd core he wants on his RM. Maybe you could make it so that you'd have to buy each 2nd Core you want to attach? This would take time, too but you wouldn't be arguing over which one core fits because this allows for MULTIPLE options.
The goal of this suggestion is to diversify the RM roster. I mean really, without looking at stats, tell me the biggest difference between Needle Man, Cut Man, Ring Man, and Metal Man. Yes, yes, they have different abilities at different costs, but when it comes down to their fundamentals, their cores, what makes these guys special? I think this 2nd core idea would make each and every RM unique and leave more customization option for the player. Except Dual-core RMs like Sunstar. They're pretty darn unique already if you know what I'm saying.
Thank you for listening to my rant. GOOD NIGHT AMERICA!
Posted on July 11th, 2014 at 11:31amEdited on 2014/07/11 at 11:40am
Posted 2014/07/11 at 11:31amEdited 2014/07/11 at 11:40am
#16
That would definitely allow for more customization, but that wouldn't diversify the robots as much. Take the Flame Core RMs for instance. They have very similar weaknesses: Flame Man has Water and Wind, Heat Man has Water and Freeze, and Fire Man has Freeze and Wind. Look at how much 2nd Core types they would share; basically any type that's not Water, Wind, or Freeze could be equipped to any of them.
Okay, I honestly did think that was a good idea until I looked at the Database. Fire Man has RES/AFF to Water and Flame, meaning that the only 2nd Core he could have is Water-type, which might look strange on Fire Man (can you imagine Fire man using Bubble Spray?). However, that same RES/AFF/IMM idea works for some other robots like Crash Man, who has an Explode/Cutter RES (and I can see Crash Man using Cutter Abilities). How about this: since I don't want to say "Here's my idea now you do all the work", I'll repost with my ideas for 2nd Cores for the MM1-MM2 RMs later, using the RES/AFF/IMM idea when it works.
Posted on July 11th, 2014 at 1:25pmEdited on 2014/07/11 at 1:57pm
Posted 2014/07/11 at 1:25pmEdited 2014/07/11 at 1:57pm
#19
Okay, so here's the compatible 2nd Cores I've come up with:
Cut Man = Missile and Earth Guts Man = Earth and Explode Elec Man = Laser and Time Bomb Man = Impact and Swift Ice Man = Wind (unless Blizzard Man gets a Wind 2nd Core) and Water Fire Man = Shield (idk how this will work out) and Explode Time Man = Laser and Cutter Oil Man = Swift and Water
Metal Man = Electric and Swift Air Man = Electric and Water Bubble Man = Shadow and Earth Quick Man = Cutter and Impact? Crash Man = Cutter and Swift Flash Man = Crystal and Space Heat Man = Swift and Impact Wood Man = Water and Earth
P.S: I am aware that I gave Guts Man one of his weaknesses for a 2nd core, but I can imagine a big guy like him lobbing Hyper Bombs left and right, so that's why. You obviously wouldn't want to use Danger Bomb with him, though...If you have questions on why I chose the cores I did or have suggestions about changes, fire away!
Posted on July 11th, 2014 at 1:37pmEdited on 2014/07/11 at 2:02pm
Posted 2014/07/11 at 1:37pmEdited 2014/07/11 at 2:02pm
#20
After doing some serious research and thinking into the game, and having completed a "low" level run of the main game (Dr. Light's story at least, which I think is the hardest of the three anyway), I'm finding that the pros and cons of using Copy Core robots versus other elemental types really makes using the Copy Cores not very appealing, especially once you have tons of Starforce. Neutral types don't benefit much from Starforce (sure, the attacks are stronger, but they don't get the added damage benefit unless they use a Core, and in Player Battles you can't use items anyway), and the Neutral abilities like Mega Slide get outclassed by even Tier 1 abilities like Thunder Strike when you have a lot of Starforce. Sure, Mega Slide is one of the fastest attacks in the game, but you can't even deal triple digit damage to a 9999 Defense stat robot, whereas an ability like Bright Burst has that chance of a one hit disable. When you're up as high as I am, you're lucky if your AI-controlled active robot survives the first attack by your player-controlled opponent, because the Starforce is really with them (ok, yes, I did intend to use that bad pun, shoot me). So the benefit of having multiple different elemental attacks just doesn't seem to be enough, when you can have an entire team of elemental Robot Masters that can cover each other's weaknesses. Another problem is WE: it costs much more WE for a Copy Core to use an elemental ability (some even as much as 8 WE per usage), than robots that aren't exactly the same type as the ability itself. An example is Fire Chaser. Mega Man needs 8 WE to use it, but Quick Man and Top Man, who aren't Flame Cores, can use the ability for 4 WE. So ultimately my suggestion is to buff the Copy Core robots in some way to make them a little more appealing when you have so much elemental power to use and to deal with. So here's a few that come to mind:
1. Allow for Neutral Starforce to exist. These don't have to affect the Boosters and Breakers and Swaps and such, but allow Starforce to buff attacks like Mega Slide and Proto Strike. If they can be powered up to be a bit closer to how crazy powerful the elemental attacks get, I think the moves would be worth keeping in player's lists of moves.
2. Reduce the WE needed to use abilities for Copy Cores only. Copy Cores are using more WE for slightly weaker attacks. I cannot think of a Core out there that needs 8 WE to use an ability other than any of the Copy Cores.
3. This idea I like the most: give the Core items that can be obtained an additional purpose. Copy Core robots can get a slight boost in damage on certain abilities depending on how many Cores they have of that element. If a Copy Core robot has 49 Flame Cores, give that Copy Core robot half of a damage bonus as a regular Flame Core robot for using Flame abilities (whereas having 99 of an item ensures a full damage bonus like other robots). Half that bonus amount further if the selected ability is a dual-element ability so that some abilities don't get too powerful, or don't reduce it to make those 8 WE abilities worth the risk to use. The numbers can be adjusted as needed, I'm just trying to explain my idea.
Starforce hunting is a very rewarding side quest to do, but I've been finding that the idea is kind of making the game more unbalanced as the Starforce grows larger. We need to make sure that the robots that can't benefit much from it can still keep up without making them too over-powered at the start. Ultimately a team of elemental robots is still the ideal in fights, but we want ALL robots to have a chance out there, do we? Even if my ideas are rejected, I still hope that this problem is considered at least.
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