Magicat

Mystery Mansion Proposals

Dec 23rd, 2016
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  1. 1. After the defeat of Adrina (ending the 'Adrina' main story arc) and before the second story arc ([REDACTED] story arc, focusing on their antagonism) I got two arcs that'll surely provide for a nice distraction until N can get his life together and set up the arc.
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  3. A. Mega Man RM Story Arc/Floor 3B and other dungeons: Dungeon arc (kinda)! During this arc, players will have the ability to encounter MM1-4 mechas instead of the usual monsters in the mansion. Robot Masters will play the roles as Mini Bosses of sorts with their own weaknesses as well (Wood Man being weak to Rings/Shiny Rings. Fire Man being weak to Ice Slasher, Mega/Proto/Bass having a weakness to ??? Buster/Saber, etc...). There probably will not be a "final boss" to end this arc, perhaps Wily or maybe even another fan Doctor to rival to Adrian and Adrina's genius. This will also expand the few dungeons and even add in a couple for players to explore. The Monster Dungeon in Mr. Baudelaire's room, and Floor 3B will, of course, be expanded. The Forest next to the Garden, the Penguin's Diamond-studded Space Yacht (a yacht Cut Man is currently on) will be added as dungeons, and perhaps the Lake/Lake Headquarters and maybe even something outside the boundaries of the Mansion?
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  5. B. A story arc I have called the "Rose Pink Dragon" arc. This arc may be a bit more story-heavy than the first one, but I believe people will certainly enjoy to explore this one. The Rose-Pink Dragon had already been mentioned in one of Team Memester's armor (Wings that raised Health and Defense by 50%), but hasn't been explored much. The Rose-Pink Dragon arc will surround *surprise surprise* the Rose-Pink Dragon and how it enchants/creates such armor. The arc will probably net some cool armor and items for players to play around with, and even some armor to add to their Robot assists (info on that in no. 2). This will leak a bit into A, as the Rose-Pink Dragon's home will likely be another dungeon as well, filled with bandits attempting to clip the Dragon's wings and use it to make high-quality armor.
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  9. 2. Robot Assists. Robot assists would probably mainly be used to incorporate a "party system" of sorts for the player. Since so little people (although ~5-8 isn't small MMRPG-wise, it surely is in terms of human player parties) play Mystery Mansion, people could buy an assist that'll, well, [i]assist[/i] the players in their battles. The zenny prices will be medium-high, but will be worth the cost. These robot assists will range from the cost-effective yet semidisposable Met, to the tanky Guts Man and supportive Roll. These assists will take healing items, will have stats and exp (unlike players, who gain stats from the enemies they fight) and their growth will be completely lost when destroyed. I may add in an item or merchant who fixes them for a high amount of zenny, but possibly not. Current assists in mind and their stats listed below:
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  11. Met (40 Zenny): 10 Health, 20 Attack, 10 Defense (Level Up Growth: +2 Health, +5 Attack, +4 Defense)
  12. Moves: Met Shot
  13. Role: Mecha
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  15. Bass (100 Zenny): 18 Health, 70 Attack, 3 Defense (Level Up Growth: +2 Health. +20 Attack, +1 Defense)
  16. Moves: Buster Shot, Bass Spread (-30 Attack, hits all current monsters [unlocked at level 3]), Copy*, Copy*, Copy*, ???
  17. *Can be replaced with defeated RM Attack
  18. Role: Glass Cannon
  19. Role Ability: Final Resort- +40 Attack when Health below 25%
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  21. Elec Man (120 Zenny/100 Elec): 14 Health, 85 Attack, 2 Defense (Level Up Growth: +3 Health, +25 Attack, +.5 Defense)
  22. Moves: Buster Shot, Elec Beam (Hits three enemies, 12.5% chance to shock [unlocks at level 2]), Elec Storm (Hits one enemy, 50% chance to shock [unlocks at level 5]), ???
  23. Role: Glass Cannon
  24. Role Ability: Final Resort- +40 Attack when Health below 25%
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  26. Guts Man (100 Zenny/100 Guts): 38 Health, 25 Attack, 5 Defense (Level Up Growth: +7 Health, +10 Attack, +2 Defense)
  27. Moves: Buster Shot, Super Arm (Toss an enemy around, +50 Attack on two enemies if one is thrown in another) [unlocks at level 2]), Guts Block (move a Stone in front of player, soaks up 10 Health before breaking (three turn cooldown) [unlocks at level 5]), ???
  28. Role: Tank
  29. Role Ability: Shield- Two coins will determine if the unit or the player get hit instead of one (TT = Player gets hit)
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  31. Dive Man (100 Zenny): 30 Health, 35 Attack, 5 Defense (Level Up Growth: +5 Health, +15 Attack, +4 Defense)
  32. Moves: Buster Shot, Dive Missile (Target can be chosen, lowers Defense of target by 10 [unlocks at level 2]) Dive Spreader (-20 Attack, hits all enemies and lowers their defense by 5 [unlocks at level 5]), ???
  33. Role: Tank
  34. Role Ability: Shield- Two coins will determine if the unit or the player get hit instead of one (TT = Player gets hit)
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  36. Roll (100 Zenny/100 Roll): 30 Health, 10 Attack, 1 Defense, 10 Heal. Power (Level Up Growth: +6 Health, +5 Attack, +1 Defense, +5 Heal. Power)
  37. Moves: Support Shot (pierces defense, heals self by 5), Roll Heal (Heals target by amount of Heal. Power. Three turn cooldown), Attack Break (lowers enemy's attack by 10% (rounded down). three turn cooldown [unlocks at level 2]), Defense Break (lowers enemy's defense by 10% (rounded down). Three turn cooldown [unlocks at level 4]), Roll Sweeper (+30 Attack, lowers any attack multiplier over 1.0x [unlocks at level 6]), ???
  38. Role: Support
  39. Role Ability: Second Chance- If unit is destroyed in battle, will revive at 50% Health and Attack, and 0 Defense. If battle won without being destroyed again, unit will be in first form with 1 Health.
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  41. Disco (100 Zenny): 23 Health, 15 Attack, 2 Defense, 7 Heal. Power (Level Up Growth: +4 Health, +10 Attack, +1 Defense, +3 Heal. Power)
  42. Moves: Support Shot (pierces defense, heals self by 5), Disco Heal (Heals target by amount of Heal. Power. Four turn cooldown), Attack Break (lowers enemy's attack by 15% (rounded down). two turn cooldown [unlocked at level 2]), Disco Buster [Lower Attack and Defense of target by five (unlocks at level 4)], Disco Panic (+10 Attack, increases amount of zenny won in battle by 1.1x (stackable)[unlocks at level 6])
  43. Role: Support
  44. Role Ability: Second Chance- If unit is destroyed in battle, will revive at 50% Health and Attack, and 0 Defense. If battle won without being destroyed again, unit will be in first form with 1 Health
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  46. As you can see, Elec Man, Guts Man, and Roll have alternative ways to be bought. Using the current version of Mega Manopoly (will link later), the player can buy 100 of these Robot Masters in Manopoly. If they can do so and submit a screenshot of the act as proof to the Robot Assistant merchant (Most likely Winston or Wilbur) you can obtain one of these for no cost at all in game! This can only be one once with each Robot Assistant. Due to this, these Robot Assistants may have lower starting stats or level up growths compared to their class counterpart, but will also obtain 1.5 experience per act instead of simply one.
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  48. Experience requirements will likely be: 8, 12, 18, 27, 41, 62, 93, and so on. Of course, robot assistants will obtain more experience as they scale levels
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  50. 2b. Assistant Variants- I know, I know, I've spent way too much time on these robot assistants and such, but this is one thing that I think the robot assistants will absolutely need in order not to get stale quickly. So, here's the jist:
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  52. Red Variant: Robot will get 1.5x Attack (rounded up) and +10 Attack Growth per level. (robot will have red color scheme)
  53. Blue Variant: Robot will get 1.5x Defense (rounded up) and +1.5 Defense Growth per level. (robot will have blue color scheme)
  54. Green Variant: Robot will get 1.5x Health (rounded up) and +4 Health Growth per level (robot will have green color scheme) [x1.5 Heal Power and +2 Heal Growth too if Support]
  55. Yellow Variant: Robot will get 1.3x in every stat (rounded up), +5 Attack, +1 Defense, +1 Health (+2 Heal. Power) growth.
  56. *GB Variant: Robot will get use of Charge Buster (x2.5 Attack (rounded up), takes one turn to charge)
  57. NOTE: May be changed to something else, since not all assistants have GB sprites
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  59. 3. Established room only with merchants/Zenny Migration- Although you can find merchants all over the mansion, most using different currencies, I'm wanting to establish the Floor Five Hall as a room specifically for merchants. Now, there'll still be merchants all across the mansion, but there's one problem: the many currencies. Now I do love the idea of only being able to buy some items with X, but I'm thinking about making items bought with paper have "Zenny Alternatives" so you can shell out 30 Z for that Lionclaw Pastery instead of haggling to the Lion that 9 Pieces of paper is a good enough price. For the Chef (Yes, he's still on Floor 1-2) I'm planning that you can find a merchant in the Chef's room that [i]sells[/i] green items for Zenny so you can give them to the chef. The chef'll still only take green items, but at least you have a way to obtain the green object instead of doing a wild goose chase
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  61. 4. Establishing Garden as the Mansion's Agora- So, there doesn't really seem for one "safe place" that the player can just hide at and not have to worry about monsters to fight (unless they dare choose to with Quests/Dungeons). There's usually much more NPCs in the garden than many other places, with about half containing quests. I've implemented the easy-to-access plants to solve the absolute lack of healing items (most healing items, while heal for low values, either cost nothing at all or cost a minimal amount of zenny, with even a few premium items that boost stats). While I'm not trying to force any players to go to the Garden, I am going to attempt to make it as a hub or agora of the Mansion, for players to go there and perhaps gain some oh-so desperately needed healing items and even a few quests.
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  63. 5. Player's Niche- As plenty of you have noticed, many characters have their own little niche of sorts that deviate them from others (Rotom's forms and [REDACTED]'s spooky [REDACTED] stuff) that I may have not completely agreed on them having. For those without any unique trait, I was thinking that maybe they have to go through a dungeon to obtain a trait of their choosing? Say that a player wants their regular attack to restore a bit of health for them? Well they could possibly go into a dungeon to obtain said trait.
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  65. 6. Arc Ideas- I'm willing to take any ideas you have for a few side-stories to play around with until N finally sets up for the second big story Arc. Privately messaging me or adding these ideas in on one of your posts would be great
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  67. 7. Ideas in general- What do you think can improve Mystery Mansion? Do you think that you have a few ideas that may drag a couple more people in to play this? Please tell me any ideas you have that can improve this thread!
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