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Testing the poll... sigh.
Broken 44%  44%  [ 7 ]
Broken 44%  44%  [ 7 ]
YD Dive Man 6%  6%  [ 1 ]
YD Dive Man 6%  6%  [ 1 ]
Total votes : 16
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PostPosted: Wed Feb 08, 2012 12:15 am 
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SmashBroPlusB wrote:
MM8BDM Discussion wrote:
Discussion of the core MM8BDM game. Not discussion for mod files!
Projects wrote:
This forum is used for MM8BDM WIP projects and project releases such as map packs, new weapons etc.
I want to start throwing ideas around for Yamato X Devil classes, and I don't want to start work on anything until all of the specifics are agreed to by both sides. This classifies my intent as a "discussion". The discussion subforum doesn't allow topics on mods, yet the mods subforum doesn't allow plain discussions without work to show with it.

WHAT DO I DO.
Ivory wrote:
Not the first time someone had this problem. For now, I'll allow it in the editing forum It seems most fitting. Perhaps some sort of discussion subforum in projects is needed? I'm just not sure if it would be used much.

So, with that settled, I'm opening up this little thread here.

Basically the purpose of this thread is to sort out the game mechanics of Yamato X Devil before actually starting anything, as well as to get some public input. Do you think the Scrap Metal system should be used, left out, or should a new energy system for YD Junk/Dust be implemented? Should downed players drop weapons? Should they drop their weapons, or just a similar weapon with that player's element? Would it be a good idea to implement tag-team bonuses or special team-based game modes (akin to Ghouls vs. Humans)? And, above all, which classes would you like to see?

I'm also looking for a project manager before I open the "official" thread over at the Projects subforum. Even though it's my idea and I'd more-than-likely be doing most of the work, I don't think I'm competent enough to handle a "headline" project just yet. I'm hoping for an unbiased third-party user who is recognized around the community to step up and take charge, but if I can't find anyone suitable I'll have to do it myself.

Alright! Let's get to building the match-up of the Cutstuff century!


Last edited by SmashBroPlusB on Tue Feb 14, 2012 3:01 pm, edited 10 times in total.

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PostPosted: Wed Feb 08, 2012 12:20 am 
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I'll be a project master unless I have to code. I keep very organized, so at the very least I can do that.

I think scrap the scrap metal system. I don't really like it personally.


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PostPosted: Wed Feb 08, 2012 12:22 am 
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One, and only one, copywep class. Which should be Mega.

Which Mega? I'll go with YD's Mega, since it enables copywep sliding. Although you could easily just use KY Mega's default Super Mega Buster and just make it compatible with YD's CopyWepC weapons.

The rest should be either selected depending on what the class can do (heavy hitter, quick glass cannon, defensive class, etc.), or depending on a poll :^>

9 CLASSES:

-4 KY CLASSES
-4 YD CLASSES
-1 COPYWEP CLASS


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PostPosted: Wed Feb 08, 2012 12:30 am 
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Poll, as that would be much better. How you make a poll with 90 options tho, I don't know.

Mega from YD is better, I think.


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PostPosted: Wed Feb 08, 2012 12:59 am 
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Musashi-COM wrote:
The rest should be either selected depending on what the class can do (heavy hitter, quick glass cannon, defensive class, etc.)
I was planning on having substantially more than 9 classes, mind you, but I was going for match-ups based on fighting style (I remember Guts vs. Hard being brought up before at one point). I was thinking of things like "Masters of Defense" (Knight / Wood / Enker / Proto?), "Guts Force" (Hard, Stone, Guts), "Machine Gunners" (Yamato, Needle, YD Plant, Bass?, KY Bubble), or "Distance Kings" (Magnet, Dive, Skull, YD Wily, Wind, Gyro).

Overall it'd come down to choices from both Dev Picks and Player Picks, to be honest.


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PostPosted: Wed Feb 08, 2012 1:04 am 
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SmashBroPlusB wrote:
Musashi-COM wrote:
The rest should be either selected depending on what the class can do (heavy hitter, quick glass cannon, defensive class, etc.)
I was planning on having substantially more than 9 classes, mind you, but I was going for match-ups based on fighting style (I remember Guts vs. Hard being brought up before at one point). I was thinking of things like "Masters of Defense" (Knight / Wood / Enker / Proto?), "Guts Force" (Hard, Stone, Guts), "Machine Gunners" (Yamato, Needle, YD Plant, Bass?, KY Bubble), or "Distance Kings" (Magnet, Dive, Skull, YD Wily, Wind, Gyro).

Overall it'd come down to choices from both Dev Picks and Player Picks, to be honest.


Why can't we just have all of them? Unless the file would be too big.

Made a Skype chatroom btw, easier to talk that way. If ya need to be added, let me know.


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PostPosted: Wed Feb 08, 2012 1:04 am 
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Because having 2 of each robot master is ridiculous and impossible to balance.


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PostPosted: Wed Feb 08, 2012 1:06 am 
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Korby wrote:
Because having 2 of each robot master is ridiculous and impossible to balance.


Pick one of each RM then?


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PostPosted: Wed Feb 08, 2012 1:08 am 
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Because having 1 of each RM is ridiculous and impossible to balance.

Plus that sort of ruins the point of the project. Yamato X Devil is supposed to be a tribute-slash-crossover-slash-spinoff of the main classes series. If I were to combine YD and KY and push out a thing containing every Robot Master, then it wouldn't be Yamato X Devil anymore, it'd be called "the two classes teams having a merge".


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PostPosted: Wed Feb 08, 2012 1:17 am 
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SmashBroPlusB wrote:
Because having 1 of each RM is ridiculous and impossible to balance.

Plus that sort of ruins the point of the project. Yamato X Devil is supposed to be a tribute-slash-crossover-slash-spinoff of the main classes series. If I were to combine YD and KY and push out a thing containing every Robot Master, then it wouldn't be Yamato X Devil anymore, it'd be called "the two classes teams having a merge".


That makes sense, I guess. 10 v 10 then? IDK I'm just trying to get ideas out at this early stage of the game.

No KY Bass plox


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