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mikey76500

Mikey's Ideas for 12/7's Legacy.

Dec 7th, 2014
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  1. Idea #1: Field backgrounds look GREAT with no Mechas in them.
  2.  
  3. You don't get to argue this fact if you post coding in the Roleplay section on a regular basis, because you already know how cool Field backgrounds look with no viruses in them. Besides, the Intro and Bonus Fields look great, anyway, and they don't have Mechas. Plus, it's less coding and programming for Adrian, which means that he can focus on other things.
  4.  
  5. if you wanna make things move in the background [of most stages], try these:
  6. you can place moving/collapsing platforms in Guts Man's Mountain Mines.
  7. you can make disappearing/reappearing blocks appear in Ice Man's Arctic Jungle.
  8. you could make moving platforms in Crash Man's Pipe Station,
  9. you could make the red needles go up and down in Needle Man's Construction Site.
  10.  
  11. Again, though, making nothing move [or as little as possible move], will work, as well.
  12.  
  13. Heck, anything's better than having to look at Skullmets hovering in the trees in WoodMan's Preserved Forest.
  14.  
  15. ===========================
  16.  
  17. Idea #2: The Neutral Field Multiplier.
  18.  
  19. It's needed. It's SO needed. Words cannot explain how much I don't feel like levelling up Roll, Disco and Rhythm. They already have so much against them; no Star Force support, mediocre offensive attacks, and mediocre base stats.
  20.  
  21. Now, they're support, and I'm fine with that; they're supposed to help your team more than themselves, but, they also have no support from the Field Multipliers in any way, shape or form. Not even on Bonus Fields.
  22.  
  23. Some of the earlier stages could afford one, and still make sense. Take Cut Man's Abandoned Warehouse. Cut Man himself took triple damage from buster attacks in MM1, so, you could put a x1.4 Neutral Multiplier on his stage.
  24.  
  25. In fact, Guts Man, Bomb Man, Fire Man, Air Man, Quick Man, Flash Man, Heat Man, Magnet Man, Top Man and Splash Woman all took double damage from busters, so, all their stages could have a x1.2 Neutral Multiplier and make sense, too.
  26.  
  27. or, you could, you know.....allow a x2.5 Multiplier for Neutral moves on Bonus Fields. That works too.
  28.  
  29. ================
  30.  
  31. Idea #3: Lower the default Multipliers for Bonus Fields.
  32.  
  33. I'm actually against Field Multipliers reaching levels as high as x9.9, ALTOGETHER, but, if it MUST be capped that high, at least don't put it that high by DEFAULT. It makes them ridiculously easy to beat.
  34.  
  35. I've suggested before that optional Boss and optional Superboss fights can take place in Bonus Fields, and it makes them a joke when they can do 10x damage over and over again by default. Recommend that the max default caps are lowered to no higher than 2.5x.
  36.  
  37. The Star Forces will increase that to 10x [and beyond], anyway. :P
  38.  
  39. ================
  40.  
  41. Idea #4: This. Game. Needs. A. Tutorial.
  42.  
  43. As I've said, before, this game is about as beginner-friendly as your normal Mega Man Zero game, and that's almost not at all. This game has quite a few things that need to be taught to your average beginner, including, but, not limited to:
  44.  
  45. using Scan,
  46. exploiting weaknesses,
  47. exploiting field multipliers,
  48. avoiding resistances, affinities and immunities,
  49. using items,
  50. using certain abilities [Such as Copy Shot],
  51. using certain characters [Such as Roll, Disco and Rhythm (and maybe Rush, Treble and Beat, if they get added as playables?)]
  52. and fighting multiple enemies at once.
  53.  
  54. And I have the perfect place to do it. Not the Intro Field, But in Light Laboratory, Wily Castle and Cossack Citadel. Along with the normal, current versions, I'm proposing Tutorial-based versions of these stages, possibly with a small recolor to the background:
  55.  
  56. Training Laboratory
  57. http://www.youtube.com/watch?v=jHBVjfpBOWU
  58. Experience x0.3, Damage x0.8
  59. Teach
  60.  
  61. Training Castle
  62. http://www.youtube.com/watch?v=MZZsQHF-Svs
  63. Experience x0.3, Damage x0.8
  64.  
  65. Training Citadel
  66. http://www.youtube.com/watch?v=Yd7CI6MyrLo
  67. Experience x0.3, Damage x0.8
  68.  
  69. Better to split tutorial lessons evenly among all 3 docs.
  70.  
  71. ====================
  72.  
  73. Idea #5. More Final Destination Fields.
  74.  
  75. Let's be completely honest here, the endgame isn't gonna be short, or at least, it SHOULDN'T. There should be more Final Destination Fields to accomodate the final hurrah of mandatory bosses that we'll have to face. I personally think that there should be 7, but, realistically, 5 would likely suffice.
  76.  
  77. =====================
  78.  
  79. Idea #6. Open Battlefield.
  80.  
  81. The Open Battlefield Field is an idea that I had in mind just recently; I realized that there's no standard venue in the game to fight mandatory Mini-bosses and Bosses in, so I thought of the Open Battlefield, which I believe should have all Multipliers defaulting at x1, and can really just look like the Intro Field, only without all the houses in the background, and with shorter grass.
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