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Prototype Devroom : Game Suggestions

June 24th, 2013 at 5:40pm
 
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Ageman20XX
Ageman20XX
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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 21375 Times
StupidStudiosN
 
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Posted on May 3rd, 2014 at 11:14pm
Posted 2014/05/03 at 11:14pm
#1
Maybe add in some of the lesser known robot masters such as Bond Man and the robot masters from Rockman & Forte: Mirai Kara no Chousensha.
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MegaBossMan
 
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Posted on May 4th, 2014 at 11:58am
Posted 2014/05/04 at 11:58am
#2
@Phantom Man They might be added. Bond Man already has quotes and a class.
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Faust Lastname
 
Faust Lastname
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Posted on May 25th, 2014 at 11:14am Edited on 2014/05/25 at 12:18pm
Posted 2014/05/25 at 11:14am Edited 2014/05/25 at 12:18pm
#3
I have suggestions for how some of the currently non-implemented abilities could work, if this is where I can put them.

Scorch Wheel: Increases speed by 9% and multiplies damage with each use until the limit is reached or another ability is used.

Plant Barrier: Instead of boosting defense, Plant Barrier will give a passive "regen" effect to the user. Using Plant Barrier twice will throw the shield, removing the regen effect. Weapon energy will be used up every turn Plant Barrier is active, and recovery is halved if the user is benched. Plant Barrier will automatically dissipate if weapon energy runs out, if the user is hit by or uses a Flame, Cutter, or Freeze ability, or if a different Shield ability is used.

Gyro Attack: The ability can target any two robots on the target's side of the field. The damage will be split between the two targets. If the two targets are the same robot, that robot takes the full attack.

Flash Bomb: Flash Bomb has a chance of lowering the target's accuracy, making their attacks miss more often.

Noise Crush: After using Noise Crush, the projectile will bounce back and the user will absorb the projectile, charging up the Noise Crush for a second, more powerful attack.
- On a similar note, shouldn't Shade Man have an affinity to Shadow? He absorbs your Noise Crush if you use it against him during the Robot Master rematches in MM7.

Junk Shield: When Junk Shield is activated, a shield made of scrap metal will protect the user. Instead of boosting defense, however, the Junk Shield will simply absorb some of the damage taken (like Substitute from the Pokémon games). Junk Shield can be thrown to deal damage to multiple robots on the opponent's side, as the junk splits apart when thrown. Junk Shield will automatically be removed if the user gets hit by an Explode ability, uses a different Shield ability, or if the shield takes too much damage.

Thunder Wool: The user launches static-filled wool into the air above the target. The wool will eventually release a thunderbolt that deals percentage damage (like Crash Bomber). Manually triggering the attack early will weaken the attack.

Break Dash: On the first turn, the user charges to build up power and boost attack by 10%, then dashes toward the target to deal damage. This attack does have some recoil damage, so be careful!

Chill Spike: The user creates a field of icicles near the target's feet. The robot in the front row will take Freeze damage at the end of each turn for a set amount of turns. The effect can be ended early if the target gets hit by or uses a Flame ability. Consecutive uses while the icicles are still active will simply do Freeze damage instead of extending the duration of the icicles.


I hope you'll consider at least some of these ideas!
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SpartanCommander
 
SpartanCommander
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Posted on May 25th, 2014 at 2:50pm
Posted 2014/05/25 at 2:50pm
#4
Team Attack's.

Since their are multiple robot masters from different groups it would be awesome if you can take advantage of it and employ their attacks for a team work attack.

Like Using megaman's copy of Thunder Beam and Elec Mans thunder beam creating a double thunder beam.

Or maybe using Metal man's Metal blade is used in conjunction with Heat man's Atomic Fire. To super head that blade to the point of it's glowing hot. Thus making a combo cutter fire attack weapon.
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Reisrat
 
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Reisrat
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Posted on May 25th, 2014 at 3:14pm Edited on 2014/05/25 at 3:16pm
Posted 2014/05/25 at 3:14pm Edited 2014/05/25 at 3:16pm
#5
Sounds like a lot of work for not much gain. Also, there's already Flame-Cutter attacks in the works.
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Icy Rshek
 
Icy Rshek
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Posted on May 25th, 2014 at 11:27pm
Posted 2014/05/25 at 11:27pm
#6
How would it work? Only one robot can attack per turn and allowing two might change the entire system. Course, double battles would be pretty cool.
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StupidStudiosN
 
StupidStudiosN
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Posted on June 5th, 2014 at 3:09am
Posted 2014/06/05 at 3:09am
#7
The addition of Doc Robot as a Copy Core, seeing as though the only robots that are Copy Core are Mega Man, Proto Man, and Bass.
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Reisrat
 
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Reisrat
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Posted on June 5th, 2014 at 6:53am Edited on 2014/06/05 at 7:21am
Posted 2014/06/05 at 6:53am Edited 2014/06/05 at 7:21am
#8
Speaking of that, maybe each game could have a secret Robot Master you get for, say, beating every mission with one character or something, maybe changing requirements for each game.

MM1 gets Mega Man?, 2 gets the Alien, 3 gets Doc Robot, 4 gets Break Man, 5 gets a Dark Man, 6 gets a downsized Metonger Z, 7 gets a smaller Guts Man G, MM8 gets someone who probably isn't Duo, MM&B gets mini-King or something, and no idea for 9 and 10. Fake Man and Mega Man X?
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TailsMK4Omega
 
TailsMK4Omega
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Posted on June 5th, 2014 at 12:42pm
Posted 2014/06/05 at 12:42pm
#9
I like the idea of a hidden character, but maybe a different requirement for getting them, like either beating all of the missions at least once or maybe after a certain amount of victories for each game (like say completing MM1's stages 100 times). For me I'm still trying to figure out how Rush and the other support robots could play a role in this game. Perhaps each player can obtain a "defensive" support and an "offensive" support? As in:

Light: Rush (defensive), Auto (offensive)
Wily: Reggae (defensive), Treble (offensive)
Cossack: Beat (defensive), Tango (offensive) (or we could probably put Tango as Light's offensive support and make an original support for Cossack's offensive support? I know Tango isn't really Cossack's, but I'm not sure what else could go here)

Some ideas:

Rush Support: Rush will counter-attack for half damage any damage dealt to the robot Rush is attached to.
Auto Support: Auto will toss screws at the target robot for a 50% chance of disabling a robot's move for three turns (say if the screws hit the Buster Shot move, the affected robot cannot use Buster Shot for three turns).
Reggae Support: Robots that Reggae is attached to will use the next attack they are hit with automatically, even if the attack is normally not selectable for that robot (say Fire Man is hit with Rain Flush while he has Reggae. On Fire Man's next turn, he will automatically use Rain Flush if the player selects to attack, even though he cannot use it normally).
Treble Support: Treble fires 20 shots at random targets on the field, dealing a small amount of damage per shot.
Beat Support: Robots with Beat's shield will take only quarter damage for the next three attacks. The shield expires once the third attack is dealt.
Tango Support: Tango launches itself at the front-line robot, ignoring Defense. Tango COULD hit other robots, but that chance is like Hyper Bomb hitting more than one robot.


The supports are selectable abilities, btw. They can be obtained by BP points just like the Stat Boosters.
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MegaBossMan
 
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Posted on June 5th, 2014 at 1:17pm
Posted 2014/06/05 at 1:17pm
#10
@TailsMK4
I actually think it should be Offense and Support. I also believe we should switch Rush and Auto since in Power Battle, Auto assists you and Rush attacks for you.

Also, unlockable characters would be pretty cool. I do think that using "smaller huge" characters isn't the best idea, since Bosses will come one day.
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Reisrat
 
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Reisrat
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Posted on June 5th, 2014 at 2:27pm
Posted 2014/06/05 at 2:27pm
#11
@MegaBossMan

Yea, true. Not many options for 6, 7, or &B that I can think of though.
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Faust Lastname
 
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Posted on June 7th, 2014 at 12:37am Edited on 2014/06/07 at 2:19am
Posted 2014/06/07 at 12:37am Edited 2014/06/07 at 2:19am
#12
A few more ability suggestions, woo!

Tornado Hold: Tornado Hold deals damage and launches the target up into the air for one turn. While in the air, robots are protected against most forms of damage, including Chill Spike's passive damage effect (see my previous post). However, "anti-air" weapons such as Silver Tomahawk or Tengu Blade will deal double damage to targets in the air. Robots trapped in the air cannot switch or have items used on them.

Galaxy Bomb: Galaxy Bomb will temporarily trap the target in a wormhole, dealing damage and removing the target from battle for a few turns. Robots removed from battle cannot be targeted, switched in, or have items used on them. Uses of Galaxy Bomb if the target side has only one robot left or already has a robot removed from battle will simply deal Space/Explode damage without the trapping effect.

Danger Wrap: Danger Wrap traps the target in a rising bubble with an explosive. While inside the bubble, the target can still attack, but will deal damage to the bubble instead of to the intended target. If the bubble takes enough damage, the bubble will pop, releasing the robot inside. After a set amount of turns, the bomb will explode, returning the trapped robot to the ground and dealing damage. Flame abilities will detonate the bomb early, and Cutter and Freeze abilities will pop or break the bubble with no damage taken. Trapped robots cannot switch, or have items used on them. Additionally, anti-air weapons will deal double damage to the target. If the target is disabled, the bubble pops and the explosive detonates, damaging the robot that switches in.

(I seem to be a fan of trapping weapons, hehe.)

Spark Chaser: Spark Chaser fires a homing laser, hitting the target up to five times with perfect accuracy. If the target is disabled before all five hits connect, Spark Chaser will attack the next robot that switches in.


Again, hope you'll consider some of these!
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Reisrat
 
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Reisrat
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Posted on June 7th, 2014 at 6:28am Edited on 2014/06/07 at 6:51am
Posted 2014/06/07 at 6:28am Edited 2014/06/07 at 6:51am
#13
I feel like following Fast Man's lead and doing the Shield abilities. Not raw numbers though, I'm bad at doing that.

Mirror Buster
The user is unable to attack, switch, or use items for two turns. After, all damage the user took is doubled and returned.

Star Crash
The user creates a set of orbiting stars, which can then be thrown to hit all opponents.

Plant Barrier
The user connects to a shield of plant life, allowing them to heal 15% of their Life Energy each turn, or throw the shield to drain their opponent's Life Energy.

Junk Shield
The user assembles a shield of scattered debris, reducing damage by 25%. This shield can also be thrown for massive damage!

Jewel Satellite
The user forms a shield of jagged gems, raising Attack by 20%, which can then be thrown for massive damage.

Water Shield
The user creates a slick barrier of water, raising Speed by 20% and allowing them to throw the shield.

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Toastman
 
Toastman
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Posted on June 7th, 2014 at 6:10pm
Posted 2014/06/07 at 6:10pm
#14
@Reisrat Shouldn't the Jewel Satellite reflect all attacks for one turn like in Megaman 9?
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Reisrat
 
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Posted on June 7th, 2014 at 6:44pm
Posted 2014/06/07 at 6:44pm
#15
I wouldn't know, I never played Mega Man 9.
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MegaBossMan
 
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Posted on June 9th, 2014 at 3:12pm
Posted 2014/06/09 at 3:12pm
#16
I can't believe nobody has suggested this before. Anyway, many problems that people talk about is not being able to defend yourself. We know StarForce will help as seen in the upcoming update. Perhaps in a future update, we could pick strategies that our player AI could use such as....
"Switch when things get heated!"

"Attack with your full force!"

"Defend and heal to the win!"

"Rely on speed and finish our opponents early!"

"[Insert type] to win!"

Bam. Diversity.
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TailsMK4Omega
 
TailsMK4Omega
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Posted on June 9th, 2014 at 4:11pm
Posted 2014/06/09 at 4:11pm
#17
Inb4, and I'll do this FFXII Gambit-style:

1. If Enemy is/Enemies are weak to Water, Rain Flush.
2. If Enemy is/Enemies are weak to Time, Flash (Time) Stopper.
3. If Enemy is/Enemies are weak to Crystal, Gemini Laser.
4. If Enemy in sight, strongest elemental/neutral attack.

Works everytime, maybe except for 3 since Gemini Laser will be fairly weak until Crystal Man comes along.
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Reisrat
 
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Reisrat
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Posted on June 9th, 2014 at 5:30pm Edited on 2014/06/09 at 5:34pm
Posted 2014/06/09 at 5:30pm Edited 2014/06/09 at 5:34pm
#18
So things like

1. If opponent has less attack than own defense, use Attack Mode
2. If enemy is immune or has affinity to Explosive, use Wily Buster
3. If enemy has higher defense than own attack, use Crash Bomber
4. If enemy is has less defense than own attack or is weak to Explosive, use Hyper Bomb


Did I done it right?
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MegaBossMan
 
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Posted on June 11th, 2014 at 11:11pm Edited on 2014/06/12 at 12:04pm
Posted 2014/06/11 at 11:11pm Edited 2014/06/12 at 12:04pm
#19
Changing Bossman post #147

After playing Power Battle, a much better move for Wood Man would be

Wood Roll-Wood Man moves at a rapid pace at his opponent. Now, the damage taken is on the User's defense, not offense. Since Leaf Shield increases defense, it would be a powerful pair. Types: Wood/Swift

Metal Man's "Room Change" is perfectly fine. This doesn't benefit Metal Man, but could help teammates like Wood or Hard Man. Types: Electric/ Cutter

Crash Avenger-Crash Man could use some Crash Bomb that explodes in one turn, depends on offense,.and grows in strength when a team member was defeated in the last turn. Types: Explode/Shadow

Quick Man's Quick Attack is also fine, but it will be Swift and Impact

Heat Man's is like Fire Chaser, but based on speed, being called Atomic Chaser/Tackle/Whatever... and having a Shield side type due to Heat Man's making of some sort of a fire shield. Perhaps we could change the second typing...Hmm. There must be a better side typing.... Perhaps Impact?

Air Man's will take two turns to attack, but gets a field typing as well, and the attack power is boosted if the field typing is also wind.

Flash Strike is fine once again and could be one of those moves with low power by itself but if every shot hits....
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Spinstrike
 
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Spinstrike
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Posted on June 14th, 2014 at 3:27pm Edited on 2014/07/08 at 7:25am
Posted 2014/06/14 at 3:27pm Edited 2014/07/08 at 7:25am
#20
I know we just finished Mega Man 3, but I have some suggestions for field names for the remaining Mega Man 5 Robot Masters.

star-man Communications Satellite
gravity-man Gravity Research Center
gyro-man Mobile Airbase
crystal-man Crystal Catacombs (Already in-game, but I put it here for consistency's sake.)
napalm-man Arms Storehouse
stone-man Barren Highlands
charge-man Rail Transport
wave-man Water Supply
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