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Prototype Devroom : Game Suggestions

June 24th, 2013 at 5:40pm
 
Developer
Ageman20XX
Ageman20XX
9,228,071 BP
221 TP | 575 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 21372 Times
Gigggas
 
Gigggas
2,886,657 BP
4 TP | 26 PP
Posted on January 27th, 2014 at 4:17pm Edited on 2014/01/27 at 4:43pm
Posted 2014/01/27 at 4:17pm Edited 2014/01/27 at 4:43pm
#1
I like Retro Pikachu's idea to have the professor stat boost benefit any robots under their control. Perhaps have the stat boost percentage vary based on which Robot it is and if that robot's battle field is loaded under that professor. To balance it out, the exp bonus could also decrease with higher stat boosts. It could be something like this:

-Robot belongs to professor: 25% boost and x1.0 Exp Gain
-Robot field is loaded by professor: 15% boost and x1.5 Exp Gain
-Otherwise: 5% boost and x2.0 Exp Gain
(only the highest valid % boost would apply)

EDIT:
Also, I don't know if this has already been suggested, but perhaps the enemy player teams we battle in player battles could have that player's starforce boosting that team. I've fought against MegaBossMan's team several times and his Bubble Man's water moves don't seem to be benefiting from his 210% starforce boost. I have enough stars that player battles are not particularly difficult, even full lv 100 teams. It might make player battles a little more challenging if enemy player teams were boosted by that player's starforce as well.
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MerryBossMan
 
Administrator
MerryBossMan
79,597,273 BP
55 TP | 1831 PP
Posted on January 28th, 2014 at 4:59pm
Posted 2014/01/28 at 4:59pm
#2
Oh! How about a nick-naming function. I've been wanting to change Bubble Man into Bubbles!
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Ageman20XX
 
Developer
Ageman20XX
9,228,071 BP
221 TP | 575 PP
Posted on January 29th, 2014 at 1:22pm
Posted 2014/01/29 at 1:22pm
#3
To be honest, I like ALL the ideas posted and will likely be implementing them all at some point. The player battle thing would probably be highest priority, but everything else sounds like a great idea too! Thank you guys so much - our combined efforts are really gonna make this the best fangame EVER! XD
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SmashBroPlusB
 
SmashBroPlusB
812,450 BP
2 TP | 8 PP
Posted on January 29th, 2014 at 3:39pm Edited on 2014/01/29 at 4:11pm
Posted 2014/01/29 at 3:39pm Edited 2014/01/29 at 4:11pm
#4
I didn't see anywhere to talk about abilities so pardon me but I'm going to have to lump it here. Sorry!

Anyway, I feel like certain abilities are pretty much useless late-game due to how they deal their effects. Take Roll's Roll Buster, for instance. Actually, any of the helper Buster attacks works, but I use Roll's because it's the most egregious of the three. It has a base power of 36 and a one-turn charge similar to other Buster skills, and during the charge phase Roll heals herself for 15% of her maximum HP. This part's fine. What's not fine is that the attack always deals exactly 36 damage... to the opposing active robot's Defense.

This pretty much makes Roll Buster's main effect nearly useless in pre-game or early-game when you first acquire her, as even the Metools in Dr. Light's intro stage take three Roll Buster shots to reach Defense Break due to the attack dealing zero damage, and always lowering Defense by 36 points. What's worse, when you get past the early-game and reach the Wily fight against Bass and Disco, now you've reached the point of the game where Roll Buster is literally useless for the rest of the game. Even frailer robots like Quick Man take eight or nine Roll Busters to reach Defense Break, and two or three Roll Busters to at least make a noticeable dent in their Defense and therefore deal better damage with your other moves.

Probably the worst part of it all is that there are skills that literally do what Roll Buster does, except better. Atomic Fire deals damage and bolsters your Attack as long as you keep using it. Defense Break can be aimed at the bench and doesn't require a turn to charge up, and on top of that, it lowers Defense based on a percentage so it scales much better against enemies at higher levels. Defense Assault hits the entire enemy party. Roll Buster would probably be better if the Defense drop scaled with Roll's Attack stat, or if were a percentage-based move similar to the support techs that Roll, Disco, and Rhythm learn through level-up.

On the other side of that same coin, Crash Bomber is entirely counter-intuitive to Crash Man. Crash Man has some insane Attack, and the Crash Bomber is a lovely move in that it can be aimed at the bench and left alone to eventually explode while you do other things. However, most of this appeal is soon lost, as Crash Bomber always deals percentile damage based on the target's max health. Crash Bomber could be more useful against full enemy teams, as the percentage isn't affected by bench resistance and is therefore a prime weapon to use on robots near the back of the bench, but it seems odd that Crash Man's signature move completely ignores his best stat... especially when you consider that detonating Crash Bomber early reduces the damage it deals.

I guess the Crash Bomber could be more useful in end-game and PvP, but as-is it's entirely useless when you get it due to its fixed damage output. Even with weaknesses in play, it takes a minimum of two fully-charged hits and one early detonation to kill anything; I actually had to equip Flash Man with Buster skills and waste turns charging in order to lose to a Crash Man three levels higher than him. That just feels wrong.

Basically, I'd appreciate it if the support girls' Buster attacks either scaled with their level somehow, or dealt damage while also applying their secondary effect (in a similar vein to moves like Time Arrow or Atomic Fire). Also, I'd appreciate if Crash Man's Crash Bomber had a normal damage formula, or if the normal Attack/Defense damage formula could somehow influence the percentage done by the attack, if only so Crash Man's Attack (and, consequently, the Defense stat of enemy robots) would actually feel meaningful.

Thanks.
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 1st, 2014 at 5:05pm
Posted 2014/02/01 at 5:05pm
#5
So I've been playing this for quite a while now. Just a few things I noticed, though...

The more I interact with the Player Battle system...the more I dislike it. When I told a few friends of mine about this game, I also mentioned that they can battle ghost data of other players for beating the game. What I've learned recently, though...the idea is good, but the execution seems to be lacking. The system greatly benefits the challenger, not the person being challenged. I'll just put this in a list format:


Pros:

+ Cannot use Items in battle
+ Good gauge of how powerful your robots are compared to other players' robots
+ Randomized battle fields can make for some interesting combinations


Cons:

- Some abilities just tear apart even the strongest of robots. The biggest offender is Rain Flush. In areas with Water x2.0 or greater, it WILL destroy anyone that does not have resistance to it.
- Maybe it was because of where I was on the leaderboard, but one user continued to grind on my robots while I was unable to get the user to pop up on the Player Battles until that particular user was in the top 40-50.
- You can't really defend yourself from other players, since people can just look up the robots they are about to fight, and adjust their strategy if needed to ensure victory.
- Restarting a Player Battle mission does not count as a loss, so challengers can't lose unless they are unlucky and forget/refuse to restart the mission.


The other thing I wanted to mention is more a question...do weapons get more powerful over time as you constantly use them? For a while now I have been using Flash Stopper for quick battles (even finishing a good number of MM2 robot battles in one turn), so Flash Stopper went from like 60-something to 71 when I finished MM2's Fusion Star Collecting. I'm working on MM4's now, and I'm using Proto Man, who I didn't train as much as I did with Bass in MM2. Flash Stopper is STILL at 71 damage, even though Proto Man is weaker and haven't even used the weapon that much.
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Gigggas
 
Gigggas
2,886,657 BP
4 TP | 26 PP
Posted on February 1st, 2014 at 9:38pm
Posted 2014/02/01 at 9:38pm
#6
Tails: The Weapons do get boosted by the starforce, so that might be why your Flash Stopper is so powerful. Flash Stopper in particular does have its power vary based on the number of enemy robots, so that might also be a factor.

I agree with you about player battles. Although it is kind of nice to use Rain Flush for some easy stat grinding, that move needs to be nerfed. If Rain Flush did not get boosted by the starforce (or got boosted by a much lower %), then it would be a lot more balanced. At the very least, since enemy player teams gain no defensive nor offensive bonus from their star force, I think challengers shouldn't benefit from their own star force in player battles.
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 1st, 2014 at 9:52pm
Posted 2014/02/01 at 9:52pm
#7
I guess that makes sense. Sadly, I guess Flash Stopper has reached its max as far as how Neutral Cores can use them. I just finished gathering all of the Time Stars. Water, however...I've yet to seriously get Toad Man's Stars, and right now Rain Flush is at 70%. Rain Flush and Flash Stopper just about kills any team that has weaker defense than my offense.
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Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on February 15th, 2014 at 7:04pm
Posted 2014/02/15 at 7:04pm
#8
It would be cool to check you profile in game and find out how long you've been playing like the Pokemon Games.
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MerryBossMan
 
Administrator
MerryBossMan
79,597,273 BP
55 TP | 1831 PP
Posted on February 16th, 2014 at 9:00pm
Posted 2014/02/16 at 9:00pm
#9
On my earlier post on player battles, could someone who just beat you have a higher chance of appearing in player battles for REVENGE?! Also, a button to skip the notices that says someone fought you or won/lost.
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 16th, 2014 at 11:53pm Edited on 2014/02/17 at 12:02am
Posted 2014/02/16 at 11:53pm Edited 2014/02/17 at 12:02am
#10
@MegaBossMan: I get those notifications ALL the time now. It actually drove me into a rage earlier when I really needed to be calm since I'm recovering from surgery. I've had to put almost everyone into Dr. Cossack's team since people were just battling my robots to grind BP, especially since I'm about 30% done with getting all of my robots max stats. I almost wish I could be taken off the system. I also wish for even teams like Gigggas's to be displayed all the time. Some teams like his don't even show up at all in the rotation unless they are online. Of course, I'm starting to hate the Player Battle system overall, so I may be coming off a bit biased...

EDIT: Oh gosh, I got 15 notifications when I came online, though I was happy to know that I was positive for once. My robots won 10 out of 15 matches they were involved in (Apparently Gigggas was trying to train his Elec Man, but my four team of Metal Man, Ring Man, Fire Man, and Dive Man [I think] kept beating him).
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 17th, 2014 at 6:55pm
Posted 2014/02/17 at 6:55pm
#11
Actually, I had an idea of a special battle as well. Place a robot from each of the top 8 players' teams into a "Final Destination"-type field with Damage x1.5, Recovery x1.5, and Experience x0.0. Starforce is enabled for both sides, and the BP reward is increased from a regular 8 level 100 robot battle. Play "We Are The Robots", and we should have ourselves a not-so-final battle that is sure to test anyone's abilities.
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megaspeed
 
megaspeed
3,870,151 BP
0 TP | 19 PP
Posted on February 18th, 2014 at 3:08am
Posted 2014/02/18 at 3:08am
#12
maybe give cross fusion from battle network but just copy core can cross fusion
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MerryBossMan
 
Administrator
MerryBossMan
79,597,273 BP
55 TP | 1831 PP
Posted on February 18th, 2014 at 10:41am
Posted 2014/02/18 at 10:41am
#13
Like the super adaptor?


For an intro battle sometime in the future, we should fight aganist Slur. It could teach you the basics while at the same time, you can't damage Slur due to being advanced and all alien-like.
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 18th, 2014 at 12:42pm Edited on 2014/02/18 at 12:48pm
Posted 2014/02/18 at 12:42pm Edited 2014/02/18 at 12:48pm
#14
What sanca suggested is something like this example: Mega Man could choose to combine his abilities with Cutman, giving Mega Man increased damage on Cutter-type abilities (and his Mega Buster would become Cutter element), but Mega Man would be weak to Impact and Flame type abilities. This fusion would last for three turns unless the user cancels the fusion or chooses another robot to fuse with. I kind of think this would greatly increase the complexity of the battles.

I was wondering about Slur anyway. I guess he's another of the custom characters created for this game, or is he from an obscure game?
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ExcaliburZero
 
ExcaliburZero
2,876,550 BP
1 TP | 4 PP
Posted on February 19th, 2014 at 9:41pm
Posted 2014/02/19 at 9:41pm
#15
@MegaBossMan

Slur was actually a character in the MegaMan NT Warrior anime.
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MerryBossMan
 
Administrator
MerryBossMan
79,597,273 BP
55 TP | 1831 PP
Posted on February 19th, 2014 at 10:03pm
Posted 2014/02/19 at 10:03pm
#16
Battle Network Slur, not classic Slur(but they're all the same to me:-P )
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 22nd, 2014 at 2:10pm Edited on 2014/02/22 at 2:10pm
Posted 2014/02/22 at 2:10pm Edited 2014/02/22 at 2:10pm
#17
I think one of the reasons that people do not constantly play the game is because there really isn't enough things to do to keep people interested. Grinding is not exactly the most fun thing to do, of course. So I propose an idea that could interest both the regulars and the ones that pop up every now and then. I even have a name for it, and this could go in the Bonus Chapter portion of the stories, or perhaps as a separate story altogether. My new idea is: Robot Museum.

Since we already can generate random robots and stats via the Bonus Chapter battles, I suggest using the concept here as well. The mode's goal is to do as many battles as you possibly can. Up to 8 robots can be entered into the battle, though for this battle only, the robots will go back down to level 1, though they keep any abilities they have (though they cannot change abilities during the competition), and since items are very easy to accumulate, they cannot bring any items into the battle (though they will still have the items for other story battles). Robots can either earn EXP from the robots they destroy, or they level up a certain amount based on their performance in the battle. Their opponents are randomly generated mechas and RMs (there will be more of the RMs as the competition goes on), which also gain levels as the battle goes on, though to make the competition a little interesting, they level up and gain stats much quicker than the player robots. Players can stop after a certain number of battles have been played. Let's say players can choose to quit after doing 3 battles. If they go on, they get the option again after another 3 battles, but not inbetween. If they leave, they keep any rewards they earned during the trip, but if they lose, then it's like the player didn't enter the competition at all. The battle can even go so far as to include robot data from other Players. This could be the format for how rewards can be given to the player:

1: No rewards
2: New ability (unless they have all of them, in which case nothing happens)
3: Bonus E or W Tank
4: No rewards
5: New Fusion Star (unless they have all of them, in which case nothing happens)
6: No rewards
7: Bonus E or W Tank
8: New ability
9: No rewards
10: Bonus Extra Life
11: No rewards
12: New Fusion Star
13: No rewards
14: Bonus E or W Tank
15: Bonus Extra Life
16: No rewards
17: New ability
18: New Fusion Star
19: No rewards
20: Extra ATK, DEF, and SPD for a RM of your choice (And I mean not to be applied in this battle, more like you just destroyed a robot that had like 20000 ATK in a regular battle)
...
50: Extra Yashichi (instead of Extra Life or extra stats) [This is the only item that stays with you when you leave the competition, assuming you didn't lose a battle]


In addition to some items being rewards, regular item drop rates apply here as well, so you'll get capsules with which to repair your robots. Players also accumulate BP during the competition, but they lose all BP if they lose a battle. When you leave the competition, your robot stats and items are reset back to what they were before you entered. If you earned any of these during the competition, though, you get to keep them:

New abilities
New Fusion Stars
Extra Stats
Yashichis


What do you guys think of this idea? We should add some more modes that don't really involve any grinding, so that players can stay interested a little longer.
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 22nd, 2014 at 3:27pm
Posted 2014/02/22 at 3:27pm
#18
Don't forget that players will have access to any items that they collect. Also, the rate of increase of the opponents can always be adjusted if they're too hard at the start. The main problem once you beat the story is that the story matches are too easy, so there needs to be some challenge in the game aside from Player Battles.
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Gigggas
 
Gigggas
2,886,657 BP
4 TP | 26 PP
Posted on February 23rd, 2014 at 8:25pm Edited on 2014/02/23 at 8:42pm
Posted 2014/02/23 at 8:25pm Edited 2014/02/23 at 8:42pm
#19
I think Tail's idea is excellent. It reminds me of the Battle Frontier in Pokemon Emerald. Since starting back at level 1 after entering puts every player on equal ground, there could even be a leaderboard for it that shows which players have gotten the farthest.

I also love how that game mode would emphasize strategic team construction rather than grinding. You won't be able to easily beat higher-level enemy RMs in this game mode. Robots like Roll would actually be quite good for supporting the team and stalling opponents in this low-level environment. Forming a team that can pull off attack combinations (like Bubble Spray + Bright Burst) would actually be worth doing.

Would the player's star force carry over into this game mode? I think it would probably give an unfair advantage to the player unless the enemy team also gets its own star force. Players without the full star force would also be at a disadvantage as well if so.
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 23rd, 2014 at 10:00pm
Posted 2014/02/23 at 10:00pm
#20
@Gigggas, that is a good point. If I were designing this mode (I probably COULD if I knew more about web programming...), I guess I would not allow starforce to be used entirely in the competition to simplify things.

Since there's a slight interest in the idea, though ultimately Adrian would have the final say, I believe, allow me to be a little more specific in how the battles would progress in the competition. I have selected my 8 robots to participate, and I equip my robots with my abilities so that I could be as well prepared as I could for anything that comes my way, so naturally my robots would have an ability or two that damages all enemies, as well as some strong hitters. In my first battle, I come across a fusion stage of Guts and Dust, so I am in this stage and situation:

Battle 1:
Stage: Mountain Scrapheap (I forget the field modifiers...)
Goal: 16 turns

Enemy Team:
PCKT-001 (Picket Man) - Lv. 1
PCKT-001 - Lv. 1
LBLA-001 (Lava Blader) - Lv. 1
LBLA-001 - Lv. 1


The Goal is an important figure in the Battle Museum. How quickly you finish your battles determines what your next enemy team will be. To keep it simple, this is how much the difficulty will increase based on your performance:

1-15: Much harder
Exactly 16: Somewhat harder
17+: Little harder

Here are example teams of what would happen based on how soon I finish the current team, assuming the same fusion stage (the stage is different after each battle):

1-15:

PCKT-001 - Lv. 2
PCKT-001 - Lv. 2
PCKT-002 - Lv. 1
PCKT-002 - Lv. 1
LBLA-001 - Lv. 2
LBLA-001 - Lv. 2
LBLA-002 - Lv. 1
LBLA-002 - Lv. 1

16:

PCKT-002 - Lv. 1
PCKT-001 - Lv. 1
PCKT-001 - Lv. 1
LBLA-002 - Lv. 1
LBLA-001 - Lv. 1
LBLA-001 - Lv. 1

17+:

PCKT-001 - Lv. 1
PCKT-001 - Lv. 1
PCKT-001 - Lv. 1
LBLA-001 - Lv. 1
LBLA-001 - Lv. 1


Eventually the RMs will take over and you will usually fight a team of 4-8 RMs with some mechas for fewer than 8 RMs, and when they hit level 100, their stats (except for Energy), will continue to increase, much like player robots can when they hit level 100. That's how the difficulty will increase during the competition. Unlike in the Demo Battles (now THOSE are hard...), your robots will level up. Although your opponents will hit level 100 before your robots do, you will hit it eventually as well, and stats for all of your robots will gradually increase as you continue to win battles. That's basically what I envision for a "beta" of this idea.
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