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!
Just shoot me a quick message using the contact form and I'll reply from my personal email so you have it in your address book. After that we can just communicate over email. Thanks. :)
@milansaponja : I agree with most of your suggestions, and thanks for posting.
Some types are definitely most used than others, partially because certain types were duplicated in the three represented Mega Man games (MM1, MM2, and MM4). Flame types appear in all three games, for example, but Nature type only appears in one. Same with Time type appearing in all three but Impact only in one. This will be fixed as I create more abilities, and I'll try to balance out the types that don't have as much love, but at the moment this is still a work-in-progress so please forgive me. >_>
About the Skull Barrier, you're the second person to say it's overpowered so I'll look into it. I thought the fact that it must be used immediately would help balance it (because it fades after one turn), but I'll see if maybe I can nerf it a bit. Maybe have it only block 75% or 50% or something. I just didn't want it to be too similar to the Leaf Shield or the Proto Shield. :|
For the last version about 10 robots on the field at once... I don't think I'll be able to do it. The game can already be pretty slow with 8vs8 so with 10 I'm not sure most browsers could handle it. Besides, I find the 8vs8 battles the least fun because they take so long, so I don't want to exacerbate the problem. For now, you just have to get used to taking different robots with you based on the mission.
Lastly, regarding the MM3 robots, yes they will be unlockable. I need to first finish their stages and decide on how they should be implemented into the campaign, but they will be unlockable for sure. :)
I think what keeps the SkullBarrier as a normal power is the fact that it disappears upon getting damage. All the robots will sooner or later run out of barriers, with the exeption of Skull Man. Thus, I think the ability is only OP when using Skull Man.
Since an in-battle chat system seems way beyond our league at the moment, I had an idea for something more manageable. What if players could write their own Entrance, Taunt, Victory and Defeat quotes for player battles? i.e. instead of the normal quotes for Light, Wily and Cossack, you'd see your own. They would be exclusive to player battles, though.
BTW, sorry the bios are taking so long. My email is kind of flubbed up, so to speak.
That sounds like a great idea! I'll have to put some kind of disclaimer or warning about potential bad-language, but it would be a pretty easy thing to implement and I really like the concept. Nice work! :D
Posted on November 22nd, 2013 at 10:08amEdited on 2013/12/19 at 8:51am
Posted 2013/11/22 at 10:08amEdited 2013/12/19 at 8:51am
#7
Thanks! Maybe you could add it for the next update?
Btw, I came up with an idea for Heat Man's level up ability, based of his impact/dash attack. I was thinking of something like Fire Man'sFire Chaser, abet with defense (i.e. would be twice as effective against robots with a lower defense than the attacker's, and half as effective against those with a higher defense). It would be a Flame/Impact type, to distinguish it from Fire Chaser.
As for a name, I have a few... -Atomic Dash -Atomic Charge -Atomic Bodyslam -Atomic Slam -Atomic Smash -Atomic Impact -Atomic Tackle
Posted on December 13th, 2013 at 6:13amEdited on 2013/12/23 at 12:32pm
Posted 2013/12/13 at 6:13amEdited 2013/12/23 at 12:32pm
#8
I'm not sure about Turbo Man being a Flame Core robot. I know Turbo Man's weapon is Scorch Wheel, but I think that he should be a Swift Core robot because his theme is velocity, just like Quick Man or Nitro Man.
What do you think?
And maybe Sword Man should be a Cutter Core robot instead of a Flame Core robot.
Sorry the bios are taking so long! My computer crashed a week ago, and I lost all the files I was working on. I'm using a friend's computer now, and he won't let me use his email for privacy reasons. (-_-;)
Brorman is kind of right - right now you can only have one of any robot in your game, so if you wanted to trade with someone and you got a duplicate robot, it would just overwrite your current one (or vice versa). I guess I could think about allowing multiple copies of a robot, but that would require a lot of big code-changes and I'm not sure if it's worth it.
That being said... maybe there are other thing we could trade or "gift" to other players? Maybe battle points? Maybe items? Maybe something else in the future? I do like the idea of having some kind of connection to the other players and some kind of economy so I'll absolutely think about it (it would be really nice to help your friends, as you said) but for right now I'm not sure how/if it would work. :S
I think you've said before that you want to incorporate a shop in the prototype later on. I'm thinking it should sell items, special power-ups that can only be bought (not dropped by enemies), alternate character color schemes and other little secrets. To buy items you pay with your battle points (if possible).
Speaking of items, are we ever going to see the coveted 1-UP make an appearance in the game? If a bot goes down in battle it would be interesting to see a teammate/opponent make a comeback.
Thanks again for all your suggestions guys, they will definitely be taken into consideration. :)
@MegabossMan : I have to add a few more mechanics to the game before Ballade's second form can make an appearance, but I'd like his second form to function like other second forms in the original series in that he "transforms" once you deplete his Life Energy to zero. There's a slim chance I'll make it work as an ability instead - maybe transforming back-and-forth between forms each time you use it and maybe each one excels in a certain stat or something? Kind of like a (reversible) Mega Evolution in Pokemon? We'll see...
@MMX100 : Yes, I definitely still want to add the shop and if not Battle Points then Bolts/Screws will be the currency of choice. I think alternate costumes would be fun, as would a few more types of items and obviously support robots and shop-only abilities. That being said, there are already 8 different items available in the prototype including the 1-UP, it's just that it's a pretty rare drop that can usually be found on event stages (like the rival missions or the final destination stages). It (and the other super-rare item) appear very infrequently, but they ARE in the game. :)
Posted on January 6th, 2014 at 1:25pmEdited on 2014/01/06 at 1:35pm
Posted 2014/01/06 at 1:25pmEdited 2014/01/06 at 1:35pm
#17
@Mega Man: Energy Pellet (20% life), Weapon Pellet (20% Weapon Energy), Energy Capsule (40% life), Weapon Capsule (40% WE), Energy Tank (full life), Weapon Tank (full WE), Yashichi (full life/WE) and Extra Life (revives a fallen robot with full life/WE). Can be obtained from the fallen enemies. Use in battle, 'Items' section. Every item can be used on the 1 robot, you can select that robot manually.
*This Post has parts that include the game. Read the website part of my suggestion here (read this part first, as the website part adds onto this).*
I Was thinking, what if we, the fans, could create our own sprites skins for the game?
Basically, an extra skin could be applied onto our robot masters, and wouldn't do anything special besides changing the appearance of the Robot Master. For instance, people can decide whether to use the ORIGINAL Metal Man sprites, or we could use the V2/V3 Metal Man sprites.
Of course, the sprites would need to be examined by Adrian and his staff before letting it be an official skin, but it would be nice to see extra skins for those who don't really like how some robot masters look.
More (Or at least more functional) reasons to play as each player character.
I understand that right now, we don't have any choice as to who tackles what mission, but as I understand it, the finalized version of the game will give us that choice. The three Doctors share their Robot armies (They can be passed back and forth) as well as their weapons technologies (One can give a Robot a Player-specific weapon, then pass them to another Player, and they will keep that weapon—my Roll was once equipped with the Wily Buster & Disco Buster on the Light team). Presently, the only real thing to compel you to put [x Robot] on [y Player] are the meager stat bonuses: Robots with their aligned Player receive a flat 25% stat bonus (Light's being Defense, Wily's being Attack, and Cossack's being Speed), and Robots away from their aligned Player get a bonus to their EXP, much in the same way traded Pokemon do.
Is this really enough incentive to play the Robots with a certain Player? Not from my perspective, it isn't.
Possible Solutions: > Make it so that at least some (If not more than some) abilities can only be used when the Robot is with a certain Player (e.g., Mega Man can only use Super Adaptor when with Dr. Light). > Add some form of abilities used by the Player themselves (e.g., Light might summon Eddie to give an item to the active Robot, which they use immediately). > Make Robot/Ability transfers less painless. (Admittedly not the best option)
Excellent ideas and I will absolutely consider them all. I love the skinning idea and we could take it in all kinds of fun directions for sure. Maybe that's how we'll get all these other fan characters in that people keep requesting? :P
And about the player purposes, I completely understand where you're coming from. I'm constantly trying to think of new ways to differentiate their campaigns while still allowing for a lot of flexibility and I think you've given me some fabulous ideas.
Another possibility I've been mulling over (maybe in addition to what you've mentioned) is having player-specific post-game robot masters. Right now all the post-game ones show up randomly regardless of campaign, but I think it might be fun if (like Pokémon) Jewel Man only appeared in Light's campaign and Crystal Man only in Cossack's etc. etc. Because all the other robots will eventually be unlockable in a way tied to encountering them in battle, I think that might be a fun reason to play them all.
Also note that each campaign has different starting levels for the mission, so depending on the level of robot you're trying to train it might be more helpful to use Light's campaign with its lower levels of Cossack's with it's super-high ones. But yeah, I really like your ideas and I think player abilities might be pretty cool. :)
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