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Author Topic: Mega Man Awesome Network  (Read 28473 times)

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July 16, 2013, 05:05:21 PM
Reply #60

Offline -FiniteZero-

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Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
« Reply #60 on: July 16, 2013, 05:05:21 PM »
Given that it's a spell card that resurrects things, I think it's appropriate.

July 16, 2013, 05:44:36 PM
Reply #61

Offline Magnet Dood

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Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
« Reply #61 on: July 16, 2013, 05:44:36 PM »
This has been reported, there's no need to keep posting here.

July 16, 2013, 05:53:50 PM
Reply #62

Offline Russel

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Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
« Reply #62 on: July 16, 2013, 05:53:50 PM »
I don't see a reason to lock sleeping topics. I feel I should mention that I personally brought this mod from the beyond on at least two occasions, but I am working on two classes and Under Siege at the moment, so to put it simply: Wait in line.

Other than that, I seriously don't think this should be locked, as proposed by Dood, there...it's just like all those other expansions that never got off the ground. The only difference here is that this one has work done...sort of...

July 16, 2013, 05:55:07 PM
Reply #63

Offline ZeStopper

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Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
« Reply #63 on: July 16, 2013, 05:55:07 PM »
Yeah, like a beta with styles and StarForce

July 16, 2013, 05:55:31 PM
Reply #64

Offline Ivory

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Re: Mega Man Awesome Network ~ Excuse me, but I'm busy. Huh!
« Reply #64 on: July 16, 2013, 05:55:31 PM »
And such, I explained it to him in a PM. Just because it doesn't get posted in public doesn't mean a staff member didn't do something about it. ;)

June 13, 2014, 10:23:47 PM
Reply #65

Offline Hallan Parva

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Re: Mega Man Awesome Network
« Reply #65 on: June 13, 2014, 10:23:47 PM »
who remembers 2012
I don't


[5:33:48 PM] Gumballtoid: Old days
[5:33:50 PM] Gumballtoid: That's like
[5:33:53 PM] Gumballtoid: Early 2012 shit
[5:34:00 PM] Tengis: that was in the days of
[5:34:03 PM] Tengis: "I am le master spy"
[5:34:07 PM] Gumballtoid: LOL
[5:34:44 PM] SmashMan: wanna know what else was in 2012
[5:34:53 PM] SmashMan: the last time I worked on AwNet
[5:35:08 PM] Spikeboy: PoisonPharaoh
[5:35:11 PM] Spikeboy: good times


Don't get too excited though, I only bumped this for one reason. It's something that's been bugging me for a while now...

NAVI WEAKNESSES

Weaknesses are a huge part of the Battle Network experience, adding another layer of strategy and tension to every unique NetBattle. Weaknesses interrupt attacks, deal massive damage, and in later games force the target out of their Navi Cross / Noise Change forms. Not having weaknesses would just feel weird, out of place... but at the same time, weaknesses are one of the most controversial features in other class mods, leading to tactics such as "counter-classing" based solely on damage types. I definitely want to include weaknesses somehow, but I'm not sure how to really implement them. I have three ideas, but feel free to suggest an entirely new idea on your own.

Option 1: Every Weakness
This is the simplest and most straightforward option. Classes would be weak to whatever damage types they would normally be weak to in Battle Network's environment. For example, NapalmMan would take extra damage from Aqua attacks (being Heat element), and TomahawkMan would take extra damage from both Heat and Break attacks (being Wood/Sword element). Navis with multiple weaknesses would take less damage from each damage type compared to Navis with only one weakness, to make up for having multiple weak points.

Option 2: One Weakness
This is an easier way to balance around weaknesses, but requires a bit of thought. Basically every Navi would be given one weakness on a case-by-case basis. For example, PlantMan may be weak to Heat and TomahawkMan may be weak to Break, despite both Navis being of the Wood element. All Navis would then take the same amount of bonus damage from their weaknesses. This would certainly lead to some interesting scenarios, but would ensure that there isn't a situation like Jax Wood Man where a class is weak to over a third of the game's attacks.

Option 3: One Main + Side Weaknesses
This is probably the most experimental idea and the wildest of the bunch, but I figured it was worth mentioning. Basically every Navi would be given one weakness similarly to Option 2... but if they have other weaknesses, they would not do extra damage, yet would still have the other effects of a weakness attack (greater hit stun, damaging Battle Chips, cancelling transformations, etc).


No matter which idea is being used, the multiplier would be fairly low but still noticeable (sorry guys, no BN double damage!!), as well as plans to disable weaknesses in Duel mode to ensure a fair game.
 
Thanks for your time.

June 13, 2014, 11:04:21 PM
Reply #66

Offline Davregis

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Re: Mega Man Awesome Network
« Reply #66 on: June 13, 2014, 11:04:21 PM »
is... is this a vote thing

option 1 sounds best

June 13, 2014, 11:54:04 PM
Reply #67

Offline tsukiyomaru0

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Re: Mega Man Awesome Network
« Reply #67 on: June 13, 2014, 11:54:04 PM »
Option 2 is better to prevent Gyarados Effect (way too weak to a single type). Plus that's also how the actual MMBN works, no?

June 14, 2014, 12:16:37 AM
Reply #68

Offline Korby

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Re: Mega Man Awesome Network
« Reply #68 on: June 14, 2014, 12:16:37 AM »
I think instead of just voting, it'd be better to explain why you voted for it, from a design standpoint.
That way it's more clear to the developers why you'd want something the way it could be.

June 14, 2014, 01:19:43 AM
Reply #69

Offline fortegigasgospel

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Re: Mega Man Awesome Network
« Reply #69 on: June 14, 2014, 01:19:43 AM »
1 Is most accurate.
2 Keeps too many weaknesses, but in BN only non-element bosses wouldn't have weaknesses
3 Sounds balanced enough but same thing falls into Non-element bosses.

June 14, 2014, 02:09:45 AM
Reply #70

Offline Hallan Parva

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Re: Mega Man Awesome Network
« Reply #70 on: June 14, 2014, 02:09:45 AM »
Quote from: "fortegigasgospel"
2 Keeps too many weaknesses
Quote from: "SmashBroPlusB"
Option 2: One Weakness
I'm not quite sure I follow

June 14, 2014, 02:29:14 AM
Reply #71

Offline Russel

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Re: Mega Man Awesome Network
« Reply #71 on: June 14, 2014, 02:29:14 AM »
For me it's all or nothing in terms of weaknesses. Since there are essentially 8 elements to mind, I don't see why it would be an issue if all the weaknesses were there.
[By eight elements, I mean the "primal" elements heat, aqua, elec, and wood and the four "synthetic" elements wind, sword, break, and scope.]

My reason for the "all or nothing" thing is because I don't want the requirement to pick a specific class to shut down the fuckwad that chose to play Freezeman and be a tank the whole game.

June 14, 2014, 02:32:08 AM
Reply #72

Offline Emmanuelf06

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Re: Mega Man Awesome Network
« Reply #72 on: June 14, 2014, 02:32:08 AM »
Omg, you continue the project, for REAL!? :sohap: O:
(click to show/hide)
netnavis rules!

I voted "2" because weakness are like in the game but too much weakness can break the balance of the game...i think.
Or 1 or 2 weakness idk...Depend of the netnavis? :v

(I must say, i miss more the atmosphere of the EXE serie than the classic serie xD )

June 14, 2014, 04:24:41 AM
Reply #73

Offline fortegigasgospel

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Re: Mega Man Awesome Network
« Reply #73 on: June 14, 2014, 04:24:41 AM »
Quote from: "SmashBroPlusB"
Quote from: "fortegigasgospel"
2 Keeps too many weaknesses
Quote from: "SmashBroPlusB"
Option 2: One Weakness
I'm not quite sure I follow
I ment to say "keeps from too many weaknesses" sorry.

June 14, 2014, 03:43:40 PM
Reply #74

Offline Gumballtoid

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Re: Mega Man Awesome Network
« Reply #74 on: June 14, 2014, 03:43:40 PM »
I've never played Battle Network but I know enough about it to voice my opinion.

Ordinarily I would vote for option 2, but being that the damage multiplier isn't enormous and being that it would be disabled in Duel, I'm leaning towards option 1. It's generally more accurate and sounds easier to maintain. Unlike classic Mega Man, where the weakness depends on the Robot Master, there's a clear-cut weakness chain that applies to every Navi based on their element. And since it's not possible for two elements to be weak to the same thing, this so-called "Gyarados Effect" doesn't seem to be an issue.

Especially given that Navis with more than one weakness will take a bit less damage from both to compensate, I'm definitely in favor of option 1.