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!
The creator of this game, Adrian said he would like to add Quake Woman at some point in time. However, crossover characters has a low chance at this point in time. Maybe one day as a special bonus, but would probably come after a Mega Man/Other Mega Man series first.
I still stand by my secondary core suggestion to add more diversity in the game. However, I'd rather have numerous compatible 2nd cores bcuz having to choose one for each RM is just too hard. Choosing three maybe-sorta compatible ones is easier and allows for more diversity. For any idea of what the heck I'm saying, check page 26.
The reason I'm pressing this issue is not because ITSMYIDEAIWANTITDONERIGHTNOW! I just can't think of anything else that significantly diversifies robots. I encourage you guys to think of diversification ideas because....well, they're kinda all the same. I WANT you to shoot down my idea by providing an alternative.
I see someone just recently brought up the question I was thinking about, namely the Archie characters. If I may, I'd like to build on that with some other things I've been thinking of. Granted, since I'm new here, it's entirely possible these ideas have come up before and I just missed it.
Basically, I noticed that placeholders have been put up for the majority of the robots, and there were some missing. Given that you had the idea of "classic-izing" some of the Navis with no classic counterpart (which is a very cool idea), I figured the staff here is interested in covering as many of the characters in Classic MM as possible. I love the idea of having all these characters in one place, and I have always loved the most obscure of characters.
Anyways, down to my question/suggestion - are there any plans to include the following: -Dark Man's forms from MM5 -Fake Man from the MM9 DLC -Evil Mega Man from MMPU -The Robot Masters from the two licensed PC games (Mega Man and Mega Man 3) -The Robot Masters from the Rockman & Forte sequel for the WonderSwan (and possibly Rockman Shadow) -The original bosses from Rockman Strategy -Bond Man, the Robot Master who was ultimately cut from MM1
1.I dunno. Hopefully. 2. Most likely 3. Most likely to be alternate costume 4. We don't speak of that. 5. Yes, Adrian has said he "plans" to add them. 6. Adrian has said he hates those guys, but still a likely chance. 7. He has quotes and a class made, and he used to be in the database.
I know everyone hates the PC guys (and for good reason), but as I said, I love obscure characters. For some reason, I rather like the idea of taking a lackluster - or just plain bad - character and trying to salvage them into something good (probably because I have done that several times with characters I made up years ago). I felt even more strongly about it after re-visiting the page on the Mechanical Maniacs' site that talks about the PC games.
since i posted in the wrong place last time i guess the appropriate question to ask here would be would slashman be considered nature or cutter type...and would his weapon be a nature/cutter ? cause if hes nature i'd use him over snakeman and if hes cutter i'll just assimilate his weapon onto metalman
Posted on September 4th, 2014 at 9:09amEdited on 2014/09/04 at 9:12am
Posted 2014/09/04 at 9:09amEdited 2014/09/04 at 9:12am
#8
Well, Ring Man isn't a Space Core so I could easily see Slash Man being Cutter, although he seems more of a Swift type to me. Seriously, just battle this guy for 10 seconds in MM7 and you'll agree that he's very swift. Then the issue is what type(s) does Slash Claw fall into?
I can see what you mean. I was thinking of his stage and how its nature and honestly i'm thinking slash claw would be duel type either nature/cutter or cutter/quick. either way it would be an intresting development. also out of curiosity which megaman game do you think will be the next added to this?
I think Slash Claw should be Cutter/Swift (Or Cutter/Nature) if Adrian wants more variety), with Slash Man himself being Cutter or Swift and his stage would be a Nature-core field
I was just thinking nature because of the fact that the database only has 4 nature moves and slashman being in a nature field would just make sense *i mean his weakness is even fire if i remember correctly in the game*...I'm just excited about 6 and 7 being on here...as many people hated them they were the best in my opinion
Yeah, I also love Mega Man 6 and 7. Also, to your other question, I think the naxt game would be 5, mainly because all of the MM5 Robot Masters already have their sprites
I'm EXPECTING MM5, but would personally love 6 & 7 to be added soon. Also, as we discussed awhile back, I think the addition of fortress bosses would be great.
Posted on September 5th, 2014 at 3:54pmEdited on 2014/09/05 at 3:57pm
Posted 2014/09/05 at 3:54pmEdited 2014/09/05 at 3:57pm
#15
Two things, for the database.
I think there should be a little tab button to switch the sprites shown, for Alts and such, since we have quite a bit. Next...
When you put a mouse over that image in the database, it shows you a few things, like left shoot or something. I think it should be made like this. [robot:right:shoot]{elec-man} So you could just hover your mouse over that image and see the format you put it in to use it in the Community. It'll take a little rewriting, but I wouldn't mind to do it.
Bah, why so specific?! Already here, plus whatever, it's the same to me.
As you can see there, the tab there changes the appearance of that character based on different versions seen. I feel something similar can be implemented into the database so you could see different versions of the same character.
Posted on September 6th, 2014 at 8:50pmEdited on 2014/09/06 at 9:38pm
Posted 2014/09/06 at 8:50pmEdited 2014/09/06 at 9:38pm
#18
First, lemme start by saying that MMRPG is actually very well done and very promising, given that it's browser-based. I'm partway through Chapter 2 as of this post.
My only complaint--so far, anyway--is that the game is really, REALLY non-beginner-friendly. Note that I said 'beginner-friendly' and not 'easy'. There is a BIG difference.
I have 4 suggestions on how to fix this. Please keep in mind as you read this that these suggestions come from a *beginner* player who had to spend a good 15-20 minutes fight that stupid Flea and that crazy CutMan before finally realizing that the game has Types.
First, the game needs a tutorial. Forgive me, expert players, I know that this probably makes your skin crawl, but, as I've said, aside from that Met, the game's not beginner-friendly at all, and throws you RIGHT into the hard stuff immediately after the first stage, like the latter X series games [X5-X7] did. They weren't beginner-friendly, either.
Second, there should be difficulty settings for each chapter [or at least the beginning chapters], with less experience and less chance of item drops for lower diffs, and more experience, higher chances at items and easier character unlocks at higher diffs. This is to separate the first-timers from the hardcore experts; even at Level 2, CutMan's Rolling Cutter can hit up to 3x for what looks like up to 2/5ths of Mega's Level 1 health. Mind you, that's not taking Critical Hits into account, which--by the way--make each early fight extremely luck-based. A bad recipe for attracting beginners to keep playing onwards.
Third, make Chapter 1 longer. 1 Met does NOT give enough experience for the onslaught of skill, luck and knowledge needed for Chapter 2, especially since the game itself--not the boards, the game--doesn't have a tutorial of any kind. More fights, and maybe an optional fight with a more powerful enemy at the end of Chapter 1 [as a foreshadowing to the steep learning curve the game has] would suffice.
...and fourth, please eliminate [or at least, greatly minimize] the random-osity of the game [or, at least the early 2 chapters]. By this, I mean:
1) the random missing of attacks [granted, the enemies miss more than I do, but, still, that's just more unneeded luck], 2) the random damage numbers [which minimize the skill needed to push on and survive], and 3) the random critical hits [which enemies score on me *WAY* more than I score on them]. They're completely luck based, and--for beginners, at least--they ruin the skill requirement of both *this* game, and for all traditional RPG's, in that matter. By 'traditional RPG's', I mean RPG-based turn games with attacks that do 25 damage the first time you use it, then, 28 the second time, then, 19, then, 42 [crit], then, 27, then, 20, then, 39 [crit], then, 26, etc., etc. There's less skill involved than luck with using random damage figures, especially if you're as woefully underpowered as the average beginner [again, expert players, 'beginner' is the key term, here] is at the start of the game.
The 6 main games in the Mega Man Battle Network series are prime examples of a non-traditional RPG--one where Skill DEFINITELY comes into play more than luck *ever* does. Sure, you can exploit weaknesses to do higher amounts of damage, and you can buff up attacks to make them stronger, but YOU can decide when to do so. Whether you love them or hate them [BN2 is my favorite, by the way--fights are so challenging in that one without using Program Advances], they're almost never random with attack patterns, and even *less* random with damage totals, calling forth your skill much more so than they call forth your luck.
So, yeah. That's all I have, so far. Forgive me if I come off as annoying or a whiny b***h [This is only my 3rd or 4th post on this forum, and I'm already complaining; sorry], but, this is where you post game based suggestions, no?
Feel free to scream at me about how wrong I am, now. x)
Nah, just kidding. Anyway, the game has a tutorial, check the strategy section, there's a guide. Anyway, the game is hard unless you train the copy cores. Up 10 levels and they get extreme power of Op status.
The game does have difficulty options, it's Dr. Light, Wily, and Cossack stories. Each one is harder.
That other stuff isn't random, it actually has a mathematical program that calculates criticals and damage.
While I'm here, why not have a pratice room in which you decide both attacks from each side. It wouldn't count for Exp or Bp, just a pratice room.
Posted on September 6th, 2014 at 10:05pmEdited on 2014/09/06 at 10:07pm
Posted 2014/09/06 at 10:05pmEdited 2014/09/06 at 10:07pm
#20
I can see that being a good idea. Maybe make each Robot Master preceded by a few gradually increasing waves of Fleas or whatever. That way you can get more Experience before actually fighting the Robot Master.
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