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!
You mean like when you pattern lock Junk Man in MM7, and he has sprites for getting hit by his weakness? I don't think there's much point, when losing half your health is enough of a "they hit your weakness" warning.
Perhaps there could be Program Advances (exactly like the BN series). If you use the exact moves in the exact order, an option could appear above the menu for the Program Advance to activate. However, the use of it will use up whatever is left of the Robot's Weapon Energy, and the user cannot use another Program Advance with the same robot. Here are some ideas:
Supreme Buster: Power: 100 Type: Neutral Side Effect: Increases User's Attack, Defense, and Speed by 10%. Activation: First charge up Light Buster, than Wily Buster, and finally Cossack Buster.
Supreme Buster V2: Power 100 Type: Neutral Side Effect: Heals all Robots on user's side by 100%. Activation: First charge up Roll Buster, than Disco Buster, and finally Rhythm Buster.
Supreme Buster V3: Power: 150 Type: Neutral Side Effect: Increases User's Attack, Defense, and Speed by 20%. Activation: First charge up Mega Buster, than Bass Buster, and finally Proto Buster.
Supreme Buster Ω: Power: ??? Type: Neutral Side Effect: Destroys both user and target, no matter how much health they have left. Activation: Charge up all of the following in order: -Light Buster -Wily Buster -Cossack Buster -Roll Buster -Disco Buster -Rhythym Buster -Mega Buster, Bass Buster, OR Proto Buster
Those are some ideas for Program Advances. Hope this gets in!
Posted on June 29th, 2014 at 6:19pmEdited on 2014/06/29 at 6:28pm
Posted 2014/06/29 at 6:19pmEdited 2014/06/29 at 6:28pm
#4
Maybe each player's intro field could have a different mecha? It's kind of boring having to fight [Mets]{neutrals} three times in a row.
Dr. Light-Met Dr. Wily-Sniper Joe Dr. Cossack-Bladder
Each mecha's highest stat would be the one each doctor specializes in (Met has high defense, etc.).
EDIT: Actually, each doctor's intro stage should be (aesthetically) different as well.
Dr. Light-Default Dr. Wily-Wily Stage 1 from Mega Man 2, with the Mega Man 2 Wily Fortress in the background. Dr. Cossack-Cossack Stage 1 from Mega Man 4, with Cossack Citadel in the background.
The sprites for Wily and Cossack's backgrounds would be the fortress stage maps from Mega Man 2 and Mega Man 4, respectively.
Okay. So. I was playing against Bombman like a normal match should go: I get hit, I take damage. He gets hit, he takes damage, so on and so on. it comes to Bombman's, say, third turn and he uses Danger Bomb. So that's the way you're gonna play it, huh? Well no matter. I'm willing to sacrifice a robot as long as this annoying Bombman goes down with me. My robot gets hit and dies. Fair deal. Bombman also gets hit and...wait...HE REGAINED HIS HEALTH!? I don't remember whether I won or lost that match, but afterward I go to the database and my suspicions are confirmed: Bombman has an Affinity to Explode. I bust out laughing at the ridiculous exploit on my screen and now I'm posting it. I understand Bombman's Affinity to Explode, but is it possible to make the Danger Bomb's recoil damage Neutral-type? Because this is beyond ridiculous.
Posted on June 29th, 2014 at 6:54pmEdited on 2014/06/29 at 6:59pm
Posted 2014/06/29 at 6:54pmEdited 2014/06/29 at 6:59pm
#8
Even so, it's still OP. If there was less damage on the recoil side then I would understand, but this is 50% health back at the cost of 2 WP. You're basically turning weapon pellets into energy capsules. If you change the Affinity to an Immunity that would also work.
Posted on June 30th, 2014 at 7:48pmEdited on 2014/06/30 at 7:59pm
Posted 2014/06/30 at 7:48pmEdited 2014/06/30 at 7:59pm
#9
@Spinstrike : I agree that the intro fields should be different and I would like to make them so using your ideas, however I'm not completely sure what the future is of these missions so I don't want to spend too much time working on them. Once more of the story-related missions and characters are complete, some or all of them might be replaced with something entirely different - I'm not sure. In the mean time they are just super-easy ways to level-grind weak robots and try out new abilities. Oh, and unlock an ability I guess. But if I do leave them as-is, then absolutely I will use these ideas or some version of them. :)
@TheDoc : I completely get what you're saying and think you may be right. I've decreased the damage/recovery to 20% of recoil to nerf it a bit. Let me know if you think this helps, and thanks for the feedback. :)
@MegaBossMan : The only thing that affects your player battle ghost data is your starforce, which is viewable at the very top of the starforce tab as a % percent. The ratings you see on your leaderboard profile for community and player battle stats have no effect on your or anyone else's game and are just there for looks. They represent nothing more than a numerical estimate of that user's positive presence on the community and in their games.
The community rating is equal to ceil((Posts * 2.0) - (Threads * 0.5)), meaning you get more more points for posting comments in existing threads and less points if you constantly create your own topics. It's not a harsh penalty, and it has no effect on your account, but I thought it was important to have it visibly publically to encourage good behaviour.
The player battle rating is similar but inverted, with ceil((Victories * 2.0) - (Defeats * 0.5)) so you get more points for victories and only suffer minor penalties for defeats (which are largely out of your control). Once again I think this gives a good indication of how difficult or easy someone's ghost data is and/or how well the player does in matches themselves, and I think this encourages people to get better without being too harsh.
you should put the megaman 5 and 6 if it's posible also why to not fuse stars but i don't mean to be lazy and create rusty warehouse whit cutmanand dustman stars no i mean forur energy star and can be selled in a bonus shop apart of kalinka's shop hmmm also alternate costumes that can be earned whit stars,cores or screws i don't know who is attending the shop but my best decision is ciel or iris from the x and zero series if the alt. costumes are based of the x and the zero series can be fancy?
Posted on June 30th, 2014 at 11:26pmEdited on 2014/06/30 at 11:34pm
Posted 2014/06/30 at 11:26pmEdited 2014/06/30 at 11:34pm
#11
@cyber : Mega Man 5 and 6 will have an appearance later, but they still need some work done.
4-way stars would be nice, but I have a feeling it might over-complicate and negatively influence this game. Not only would it add WAY TOO many stars, but it would be kinda broken too. If you're just suggesting this as a quicker way to get stars and not add any new ones, that would kinda ruin the whole hard work thing it's supposed to be.
This Bonus Shop would not be needed, to be honest.
Bonus costumes would be kinda cool, but this is Classic-only(for now). Plus, secret battles would be much better. Heck, I don't even want the character, just give me a battle against something fan-servicey, I don't care. However, we're a loooooooooong time away from that. Plus, bonus costumes would result in too many sprites for just one robot to be customized.
Actually, having your own customizable robot would be pretty cool, similar to what the Canceled Universe tried to do. It wouldn't require new sprites either, just customization.
Thanks for your suggestions, keep up with those ideas!
@TheDoc : Totally forgot to mention that I gave the Yashichi a boost too, and I think you're one of the people who suggested it. Now it also grants a single turn of full immunity to damage, so it's a bit more useful than the extra life nice. :)
Posted on July 1st, 2014 at 12:25amEdited on 2014/07/01 at 12:29am
Posted 2014/07/01 at 12:25amEdited 2014/07/01 at 12:29am
#14
Oh yea I did notice that! It actually saved me in one of my battles so thanks for that! :D
On a different note, why don't you differentiate the various elements by giving them certain strengths,(albeit slight things)? For example, Fire can have a chance of giving the enemies a temporary burn status, Laser has a higher chance of critical hits, etc. Atm, I feel like the elements are only different because of weaknesses, resistances, etc. There's no real niche to call their own.
Anyway, I think the chatroom should get it's own little section in Community. Why? First off, we could chat-related threads there ("We should use the chatroom more often..." etc).
Plus, sometimes pretty big news related to the game goes on in there, but if you were busy with whatever, then you would miss it. Perhaps a thread with all the information that goes on in there? Or maybe individual threads with information revealed that day, something like.....
Chatroom 1/11/2009: [something here to interest readers]
The ability to set your own field in Player Battles would be nice. What do I mean by that? Here the deal:
People can easily grind forever by clicking on a field, pressing "back," and repeating 'till the field multipliers are in their favor.
If you could set your own field, then people challenging you in Player Battles would have a harder time. Pick stuff like Robosaur Warehouse, Photon Jungle, or Oil Citadel for the multipliers. You could set which of your robots appeared on the field, along with placement. It would give the defender the advantage (since they are in their own home) instead of the challenger having the advantage.
Posted on July 2nd, 2014 at 7:48pmEdited on 2014/07/02 at 9:43pm
Posted 2014/07/02 at 7:48pmEdited 2014/07/02 at 9:43pm
#17
You can already do that Retro. It's a new function in the Update. Whatever fusion fields you have in your game, it will appear for other people in Player Battle.
By the way, using a Super-Effective move on a mecha should drop a Mecha Shard and when you have (4), it becomes a robot core.
EDIT: It should. Not it can. I was suggesting something.
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