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!
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 6:44pmEdited on 2017/05/17 at 7:16pm
Posted 2017/05/17 at 6:44pmEdited 2017/05/17 at 7:16pm
#6
I think the Rhythm Satellites should be nerfed to doubling the attack to increasing the attack by 1/4, only lasting 4 turns, and can not be extended in turns left by using it again.
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
#7
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
Would be cool if you added a 4th playable, play as Dr. X from 6 and get all the 6 robot masters. Add more story and such, for all I know you guys are already working on something like that though.
@Sega Man : ...Actually, I doubt they are, and doubt it would be a thing.
First off- and this has been said MANY times- The creators of the game are too busy with other things than making more Robot Masters be playable.
Second off, there isn't really ENOUGH to use of Mr. X as a character to MAKE him a 4th playable character. There would need to be a stat booster, a shop, and a Super Fighting Robot AND a Support Robot with each their OWN gimmicks SEPARATE from the other 3. So I don't think there's going to BE a fourth player/story.
Posted on November 25th, 2017 at 4:08pmEdited on 2017/11/25 at 4:13pm
Posted 2017/11/25 at 4:08pmEdited 2017/11/25 at 4:13pm
#11
Prehaps you could add a move that copies the enemy's last attack. Think Sketch from the Pokemon series. This has probably been said before; if this is the case, I apologize.
The new Starforce mechanics are manageable enough, but the Stat Boosts they give aren't balanced- they make certain core robots comparatively weaker than others due to the lack of robots with a particular core.
Also, the leaderboard might need another reset considering the now impossibly high BP amount of some of us have because of the Starforce changes.
@Ruby101 : To put this into a programming perspective;
Due to the browser-based programming approach Prototype is composed of, this is all the space available for a single sprite. Pretty sizable for someone like Mega Man, right?
Applying that same space, this is the Yellow Devil in the max amount of space available. And unfortunately, the Yellow Devil's pretty small as bosses go.
We really need a far better way to show how to unlock MM3 bots in game. The way they are currently are unlocked is confusing and a good majority of folks have had to ask how to unlock them.
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