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mikey76500

Mikey's ideas for 2/22/15

Feb 22nd, 2015
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  1. #1 of 4: Boss was right; a 21st type is needed.
  2. There should no longer be any Neutral-type Robot Masters. I'm sorry. The lady bots suck, and neutral-type attacks suck. In the event that Adrian DOES listen to my suggest of Rush, Treble and Beat being their own playable fighters, They, and the lady bots, should fall under a 21st type; Shifter-type; a type that focuses more on stats than on health.
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  4. #2: The Galaxy Council should be dual- or tri-type.
  5. If the Galaxy Council are supposed to all be Space types, they'll all be using moves that ARE Space- [or Neutral-] types, and they're supposed to be more challenging that less predictable than that in the endgame. Since we can name the Galaxy Council whatever we want to now, we could try making one Fire/Space and one Electric/Space, and another Shield/Space, and another Copy/Space [this could be Duo, actually], even.
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  7. #3: The speed start should be determining who goes first.
  8. I think I've said this one, before, but it should be stated that the Speed stat currently means diddly squat. I know this because I can beat up Tails's Team [and mind you, all his bots are 9999'ed out] without having a stat that breaks 3500, let alone a SPEED stat that breaks 3,500. Speed stat should really be determining the chances that a player goes first, as there's already a system in place for accuracies; check each offensive ability.
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  10. #4 [last]: Differing Weapon energy caps for each robot.
  11. Now, PLEASE try to keep in mind that I'm NOT suggesting that we increase and decrease Weapon energy limits 10-fold without doing anything to the WE costs in abilities. I PROMISE you that's not happening.
  12. That said, I can't help but wonder why every non-neutral ability has to take either 2, 4, 6 or 8 WE when we know for a fact that this number will be cut in 1/2 or even 1/4. The only bots that will see that Fire Storm costs 4 WE are Copy-types, as it currently stands.
  13. there's also the fact that every RM gains 1 WE per turn, if they're in front, and there's also moves that use only 1 WE when put into the right hands.
  14. So, instead of having Ability WE costs cut by 1/2 or 1/4, subtract -2 or -4, and then give different WE bars to each of the RM's. More diversity. Some can have 10 and others can have 9 and some can have 12 and others can have 13, etc.
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