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!
So I've been thinking over this concept for this latter half of last year, but what if for certain moves, you were able to attack your own benched team....and then not necessarily have that being a bad thing?
It sounds like an unorthodox part of a RPG system, sure, why would that ever be a thing you'd have to consider in a game? The idea of aiming for your own team rather than your enemy wouldn't seem like it'd have any particular benefits to a battle, but a lot of Prototype's own attacks have to deal with the principle of status effects, and as I thought about it, a lot of those status effects are usually double-edged swords in a sense. There's areas where you'd naturally see the benefit of attacking your opponent with it, but there's also areas that'd actually serve some use for possibly hitting your team with it. Take, for example, something like the Guts Man fight. A rather unfair portion of his battle has to deal with the Super Throw, which always, ALWAYS send your team member to the bench and completely stutters a consistent fighter in battle. And that's fine, that's the gimmick of the attack, but I was thinking about a possible counteraction that wouldn't make Super Arm useless but gives a possible defense. But hey, you know what move specifically makes it so that you can't be switched out? Ice Man's Ice Breath! I don't think there's any programming in place for if Super Arm were to go against Ice Breath, but it'd give Super Arm not a hassle with the proper strategy but it'd require innovative thinking on the player's part. But, uh, how would Ice Man ever be a consistent part of battle to stop Super Arm? Sure, you can unlock Ice Man, but it's not like he can hit his own teammates...
If you read the first part of this suggestion and not just the example, you'd probably know the point I'm leading into. Granted, I'm not entirely sure that you'd want your team to be damaged so might be best to program in that when you're attacking your own bench, maybe it doesn't hurt as much/at all? Of course, this wouldn't apply for all moves--There's no applicable use in hitting your team with Buster Shot so that probably shouldn't be an option. Later down the line though, this could prove to have further uses....Let's think about Mercury the Stardroid, for example. The Grab Buster is an interesting technique that can siphon away health from the player in MMV, but in Prototype this wouldn't necessarily be an issue because you could just bring in a team that are resistant to Grab Buster. But according to sources Mercury's not exactly a team guy who likes to share even though he's Communist, so what if his mechas or teammates in that fight were weak to Grab Buster? If he's in trouble he can quickly steal health from his own allies, and it stays true to the guy's own nasty personality so that's bonus points! Not to mention what this could do for robots with affinities. Low on health items but you've got a Water-core robot in trouble? Why not hit him with a Water Wave to replenish health? Not to mention that if passive innate abilities like Pokemon's ever come in, it can help add another level of design! As far as I recall this isn't a mechanic that I've seen had use before, you can certainly hit your own teammates in Pokemon with moves like Surf, but those were always detrimental. Not to mention that MMRPG's a game all about building up robot teams and forming a bench, it's never about 1 v 1 fights. You'd figure there'd be interesting ways to interact and actually have a team function as a team with actual strategy in mind.
I'm sure I'm forgetting about some mcguffin that makes all of this have a flaw, but I'd like to hear what other people think. Do this have an use? Or was MBM just spouting off nonsense?
Okay, so, quick extremely small suggestion but, Spines in Mega Man 1's only weakness is the Rolling Cutter, yet it resists it in game. Correct me if I am wrong about that though, but because of that, why are Spines resistant to Cutter?
Hyper Bomb, Rolling Cutter, Fire Storm and Thunder Beam are all weapons that can destroy Spines, but I haven't a definite answer....Really, I think it was just a matter that was pressed for time and didn't really have moments for 100% fact-checking. The MM1 mechas were just an added bonus over the original game only having Met mechas, and was one cog in an one giant update. I can't directly edit the current game unfortunately, but I'll change the World database accordingly.
@DEATH : You...You do realize how development works...right...? To make just one robot master playable, Sprites have to be made, weapons have to be made, and a entire field (which apparently is the hardest part) needs to be made just for one robot master. Putting in the rest would take months, maybe even years at the rate the development is going. And as for making Quint appear more often...There really isn't a reason to. You can find him in Bonus Field II if you so desire to fight him.
@DEATH : To reiterate the point made by Ender, while we'd love to finish it all magically right in this instant because I'd love, love, love to do that, there's actual work you have to do first. We're working diligently on it when we can, but that's all; it's a system with a process behind it, not magic. I promise you that we'll have them finished one day, but that....that isn't today.
And the whole fun of Quint is that he's supposed to be hard to find. He's a hard to find treat for Mega Man fans.
First off, thank you Adrian for the update. While nothing major has happened this update, the fact the game continues to get updated shows development is still happening for this game. Right now I have one "idea" and two concerns to talk about, both coming about as a result to the changes in Starforce.
I will start with my concerns. The change to Starforce I would say overall has tamed the beast, though I still argue even after the March update, Starforce still was nerfed too hard. While this does mean the Copy and Neutral robots can play a role now, it has created a large unbalance in overall abilities, though. If your robots are not equipped with an ability that does damage based on health (Rain Flush and Energy Break, probably a few others), prepare for probably 50 turn battles even on story missions (likely exaggerating, but still). All other abilities will take away a slither of health, no matter how much Attack the robot has. IMO, the best solution for this is for Energy to be nerfed for robots in general. Rain Flush will not need to be revised since it is only a certain percentage of Energy as opposed to flat damage, but all other abilities will seem more effective as a result without having to mess with Starforce or give buffs to the other robots.
My other concern is BP. Due to the changes in Starforce, it is no longer possible to beat story missions quickly, meaning some scores that exist now for a mission is impossible to get. This means until BP is reset again, top spots on the Leaderboard are likely unreachable. I suppose this concern will resolve itself in the future, but right now high scores in missions are next to impossible to get.
With that out of the way, I'd like to look at Player Battles again. Since Starforce being less of a role has greatly increased the length of battles, I would say the biggest issue regarding Player Battles has been addressed (a grindfest due to winning matches quickly), and it now takes quite a bit of time to win a Player Battle, and it would be much longer if not for abilities like Rain Flush that do MUCH more damage than other abilities. I was thinking once my first concern is addressed, I have an idea on how Player Battles could slowly become relevant again on what worthwhile activities could be done for a player.
This idea does stem from other games I've played, but I think having a ranking system for Player Battles could encourage people to plan the movesets of their robots to do well on both attacking and defending against other players. I am not sure what rewards or incentives there would be (though we could argue there is not much incentive to go beyond the BP required to be able to do anything most people can do on the website), but we could have a separate Leaderboard from BP that ranks players based on how well their teams do against other player teams. More wins mean a higher rank. It boils down to if players are able to play well, they will advance on the Leaderboard. By default, players could be unranked so if they do not want to participate in Player Battles, they do not have to, and will not be a target to other players. There also could be a feature to battle a specific player if they so wish, but we could make it to avoid abuse that wins do not count in these battles. We could say nothing happens on a loss, though the other player gets a boost in their Player Battle score from winning.
Long post short, I think we could take a look again at Player Battles since the issue of grinding is no longer there due to battles taking much longer to complete.
Posted on May 17th, 2017 at 6:45pmEdited on 2017/05/17 at 7:08pm
Posted 2017/05/17 at 6:45pmEdited 2017/05/17 at 7:08pm
for napalm man I think napalm bomb should be able to attrck twice and it can lower its enemies attrck starting Quotes:FIGHT DESTROY ALL TARGETS taunting Quotes:HA YOU CALL YOURSELF POWERFUL YOUR WEAK defeat Quotes : IMPRESSIVE YOUR MORE POWERFUL THEN ME victory Quotes : HA HA HA MY BOMBS ARE POWERFUL moves:can learn exploseive attrcks and light buster,willy buster and Cossack buster and buster shot