Cutstuff Forum
Gaming => Mega Man Discussion => Topic started by: NemZ on August 01, 2013, 02:36:48 AM
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No, it isn't dead. Progress has been slow but it is being made.
We have reached a bit of an impasse though, and the team thought it a fine idea to just ask the forum what you guys thought. so answer the poll, and maybe explain your thinking in the comments.
Option 1 = a store like 9 and 10 have, where you kill stuff or find bolts to trade for lives/tanks/beat whistles, spike guards, etc. it's all stuff you don't need, but which helps you out temporarily if you get stuck. If something is really giving you a headache you can go and grind for a while to stock up on whatever counters the problem and then blow past it. It's nothing fancy but it will make the game easier if you're having trouble.
Option 2 = a store like 8 has, where the number of bolts available is a small fixed number that are sprinkled around stages as rewards for finding secrets or completing optional challenges. This store offers permanent upgrades that again aren't necessary but are helpful, but will NOT sell things that make spikes and pits ignorable, and both lives and tanks will have to be found, not bought. These will be things that change your options, not give you a way to buy your way past a sticking point.
Option 3 = Classic mode. You have to find everything and the only permanent upgrades you get are RM weapons, letters to unlock something, or the occational Magnet Beam someone left stored away in a side passage. This will likely end up with less upgrades than #2, but you'll get them immediately rather than having to save up and make choices between them.
And regardless, energy balancer has been around long enough that it's just going to come equipped by default. I'm tired of buying that thing in every game like it's something new.
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I like the idea of a fixed number of Bolts in the game. I had a similar idea, I just called them "Wily Medals".
In a sense, it rewards the player trying out every weapon in every way, and getting a 100% ranking is the best thing in the world.
It also reminds me how you could unlock a bonus weapon and three mini-games by grabbing Specter Coins in Ape Escape.
Just don't pull a Mega Man 8 and prevent us from buying everything. Or else I'll have to kick all of your collective asses. :ugeek:
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- pointless double post - please kill me -
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With the poll running as close as it is, it would really help us if more people would take the time to EXPLAIN why they prefer the choice that they do.
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I voted against stores because I personally feel that grinding for currency just isn't all that fun. When I play a Megaman game I want to keep moving and I only grind when I need health and energy for a boss. I don't like being held back on account of not having the right amount of items or upgrades to clear a level.
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I prefer the ability to grind for currency. It makes getting ETanks easier, and a fixed number of bolts would make grabbing ETanks over power-ups stupid.
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Let me explain a little better in the OP then, as I guess you got the wrong idea.
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see that's the thing though
I don't think you realize that a fixed screw count would remove "consumables" like Tanks and what-not
you get things that last you THE ENTIRE GAME - FOREVER - FOR ALL ETERNITY - NEVER GONNA GIVE YOU UP
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Option 3 = Classic mode. You have to find everything and the only permanent upgrades you get are RM weapons. Megaman is Megaman, period.
No, no... There are also letters and some extra items (Wire, Balloon...)
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I feel like you earn things more if you, y'know, actually earn them. Buying them in a shop is fine, but you'll feel more significance in finding them, as if you earned them rather than farming Screws. This won't stop people from farming E-Tanks; it will stop them from farming for major equipment like the Energy Balancer.
An acceptable substitute would be MM8-style, but with the money not in obvious or easy-to-reach places.
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Why can't we have grindable currency and have a shop with both standard ETank-level things and permanent upgrades, with the latter being more expensive? Perhaps they could also be unlocked by finding spots in levels, like MM7.
I'd rather have the ability to grind for things when I'm at a sticking point.
SmashBros, tell me, would MMU have been a better or a worse game if it had no grindable currency, where you couldn't easily go and fill your ETanks before a stage like Wily 4?
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I said fixed, hidden bolts because (here I go)
1.) You feel like you've accomplished something by finding said hidden bolts, then buying an upgrade that will help you in the game. You didn't get that currency because you wasted your time, you get that currency by going the extra mile to get it, which makes that upgrade more rewarding. Watch Sequelitis's Castlevania 1 vs Castlevania 2. He explains it perfectly.
2.)I actually have motivation to go out of my way to get E-Tanks in the level. If you can just keep grinding, dying, grinding, dying, etc. the E-tanks are WAAAAAAAAAAY too easy to get. This is actually why I literally refrain from buying most of the crap in the shop (in fact, in MMU, I have bought 1 E-Tank and the Energy Balancer. THAT'S IT); it's just not rewarding. My treasure trove of screws comes from the fact that I have failed so many times in MMU that I could buy Dr. Light's Lab. It's not an accomplishment through practice and skill, much like the first point.
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No, no... There are also letters and some extra items (Wire, Balloon...)
Fair enough. I updated my little explanation blurb to mention that.
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I voted for Grinding Bolts exactly because of Linnie's reasoning.
But really, you could have both and leave the special bolts for buying special, permanent upgrades. Hell, why not. The Ratchet and Clank games did this anyway, and it worked like a charm.
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I'd like either the second or third option but I opted for the second, only because the buster upgrades you could get in 8 kicked serious ass.
Thus, these better kick serious ass too if you do 8's shop.
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See, I would like grinding but. Then all I can think of is MM9 on Dr. Wily stage 1. Using jewel satellite by the telly spawners is giving me bad memories.
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Isn't it kinda' silly that Megaman has to buy things anyway? I mean, Dr. Light should really give him those upgrades for free...he is kinda'...saving the world and everything. I mean, Beat won't even bail him out of a pit unless he turns over the screws. Corrupt robotic birds. *spits*
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I think the idea is that they're raw materials needed to make the stuff, not currency. It's looking like a shop of some sort is definately going to happen, but people who don't like it can console themselves with the knowledge that they don't ever have to go there if they'd rather do it old school.
Also side note... Dr. Freeman seems to really hate both Tellys and shield weapons (PTSD from having to refill while dealing with MM2's buebeam room I suppose :twisted:), so grinding will NOT work like that if option 1 is selected. You'll have to actively go kill things, not watch as they gleefully play lemmings into your shiny death circle to give you presents.
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Would it be possible for those who voted against the shop to redistribute their votes if (maybe when?) the shop is accepted in one form or another? I don't really care for the shop because:
In option 1, skill is completely nullified by having the time on your hands to repeatedly blast stuff until you have enough to max out your tanks, protect yourself from any form of death, and basically turn the game into a third grade computer test (you get the idea). I should at least die a few times in a Megaman game before I get good enough to perfect it. Even if the grinding doesn't depend on Tellys, there's still a luck factor that just bugs me.
In option 2, if you go out of your way to find hidden stuff (bolts or the things you buy with bolts), why prevent the player from using the hidden stuff right away? As in, if you find bolts, not only do you have to go out of your way to find more to make it worth your while, but unlike finding the goodies in the level, you have to wait until the end or suicide repeatedly to use said goodies. This isn't an RPG type thing or whatever genre you consider Metroid, but an ACTION platformer. In a genre that has action in the title, isn't it a little odd to force the player to save up collectibles to buy stuff that could, if placed in the levels, give you that little, "cool, let me try this out" feeling?
Case in point for why I overall don't like the shop:
Let's say I was a gamer that just laid my eyes upon a new item. I have no idea what it does. If I bought it in the shop, Dr. Light would either:
A. Tell me what it does, therefore ruining the cool feeling I get when I experiment and find out on my own
B. Troll me and sell it off without a description
If this new power-up was placed in the level, however, I would simply know that the level designer placed it in a spot where it might be valuable in that area or the area might be a good showcase spot. The whole fun in Megaman is finding out which robot masters are weak to what through trial and error, right? What makes items any different? You should have to mess with the mechanics until you get it just right. This is inevitably ruined by the shop.
[/2cents]
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Would it be possible for those who voted against the shop to redistribute their votes if (maybe when?) the shop is accepted in one form or another?
You want me to reset the poll again? I'm gonna need a show of multiple people saying they want to change their votes before that happens.
The rest of your comments are valid, but opinions (and skill levels, and amount of patience for difficulty and/or tedium) vary. It's divisive enough of an issue that we wanted some feedback from a larger audience than just the core team, because the game isn't just for us.
This part however...
Let's say I was a gamer that just laid my eyes upon a new item. I have no idea what it does. If I bought it in the shop, Dr. Light would either:
A. Tell me what it does, therefore ruining the cool feeling I get when I experiment and find out on my own
B. Troll me and sell it off without a description
...is unfair because you're excluding the third option. Just because your friendly neighborhood scientists tell you generally what an item can do, that doesn't mean you won't still need to go out and mess with it to see how it actually functions, nor does it mean we won't work in additional functions that didn't get mentioned in the dialog box.
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if you find bolts, you have to go out of your way to find more
To me, that's the most rewarding part. Going above and beyond earns you that upgrade, instead of just stumbling upon it.
unlike finding the goodies in the level, you have to wait until the end or suicide repeatedly to use said goodies.
So wait, you're against this because you have to finish the level?...weren't you gonna do that anyways?
isn't it a little odd to force the player to save up collectibles to buy stuff that could, if placed in the levels, give you that little, "cool, let me try this out" feeling?
First off, the game is still possible without said upgrades, so no one's forcing you to do anything, but like I said, the rarity of the bolts would make it feel like more of an achievement to get one. Do you really feel like you made the effort and achieved anything when you stumble upon Rush Search in Freezeman's stage? Imagine if you just went along and picked up the arrow buster in Megaman 8 compared to finding bolt after bolt until finally you bought it and think, "At long last, I have this nifty buster thanks to all my hard work!"
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Any plans on possible achievements or gameplay switches? I can probably come up with an idea for some if so.
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We have many such thoughts, but those are all sidelined until we get the core game working.
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We've decided to go with the mm8 style shop/bolts system, but the list of upgrades will include things that serve a similar purpose to the consumable items you've come to expect... spike and pit protection, more tanks/lives, etc. It's just going to work differently and be a permanent upgrade.
If you find every bolt you'll be able to buy every upgrade, though beating the game won't actually require any of them.
Megaman will have both the Energy Balancer and the Exit device equipped right from the start.
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NEW POLL QUESTION!
So yeah, Tanks. First game didn't need them, but boy howdy did they go nuts with them later.
The core team can't come to a consensus on this one, so what do you guys think? Let us know, and maybe say why in the comments.
Regarldess, there won't be any 1/4 tanks. That's just stupid.
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Went for E-Tanks and W-Tanks. Having no tanks at all was frustrating in both Mega Man 1's final stage and Mega Man Powered Up's boss rush.
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I'd prefer E, W, and EMMMMMMMM Tanks.
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M/S... same difference. How often does that extra life bonus actually get used, anyway? Most players have no idea there's a difference.
I suppose I should also mention that regardless of which option wins out the total you can carry is going to be limited, and that limit will be lower than 9.
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I know it sounds extremely weird, but I voted E and S tanks. First and foremost, all tanks systems work equally well if handled correctly in the context of the game. My main gripe with W tanks is that they're typically too easily available and greatly reduce the value of conserving weapon energy. Weapon energy conservation is the main idea of the Wily stages, the grand stage of the entire game. Getting rid of W tanks would encourage weapon diversity and provide a new challenge to seasoned players in that it would encourage experimenting with different weapons. One weapon might be listed as a boss's weakness on the wiki, but another one might have a faster rate of fire and could be much easier to hit with. S tanks still allow players to refill what they need to in a tight bind, but make players think twice before draining that precious rejuvenation in a can. Obviously, S tanks should be rare/expensive (in terms of the shop) because Megaman 6 made threw so many tanks at the player's feet they lost their value and meaning. E tanks just sort of belong in the Megaman universe as near staples of the franchise. Whatever you do, just please make players value each and every tank they're given.
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As determined in the previous poll, none of these tanks will be for sale in a shop regardless of which version we go with. They also never drop from enemies. You'll have to find them in stages or get a lucky break from Eddie, period.
Also, are people aware that you get 2 votes this time? I don't understand how we have an odd number of votes recieved.
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Seems E + W is our winning combination. Wouldn't be my choice, but that's the reason we're doing the poll.
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So, next question!
The team has decided to have Mega Man using the classic Rush forms rather than items or suits, but can't decide what if anything to do with Rush Marine. There's just no denying it isn't as generally useful as the other two and keeping it around would mean having to design areas specifically around making players use it, but on the other hand it has a lot of nostalgia behind it and we do have Marine Man in our lineup this time so water areas are definately gonna happen.
So what do you guys think?
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Rush Marine needs a serious comeback. It's about time it would be useful in more than 2 stages.
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I never liked Rush Marine in MM3 bcuz it was a Rush Jet confined to water. However, I voted automatic for scripted parts; I still think Rush Marine is a good idea for underwater levels (like the first stage in Remir's base in MMRevo), but just underpowered in comparison to the Rush Jet.
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give us underwater Eddie Bomber and I'll support the shit out of scripted Rush Marine
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I still think Rush Marine is a good idea for underwater levels (like the first stage in Remir's base in MMRevo)
sidenote... it drove me NUTS that they used those ugly shitbox subs rather than Rush Marine. I didn't really like that stage much, but at least that would have redeemed it a little. Just so very lame.
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it drove me NUTS that they used those ugly shitbox subs rather than Rush Marine.
^
But yea, maybe not necessarily a scripted part like Diveman 4MI, but a part where you can play as the Rush Marine
Or is that what you meant? :?
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the scripted option would be something you control, yes.
...and that would be a very clear answer. Scripted it is.
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Unless there are enough underwater areas that guarantee an effective use of it, leave it out of the inventory to allow a slot for something more useful. When it's really needed, just have it appear in the area that has water.
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So not really a very poll-friendly question this time. We're working on the list of permanent upgrades that will be available in the shop in exchange for finding bolts and have a fairly solid list put together... mostly a 'greatest hits' of previous canon shops, including combining some minor items together. There will be a buster upgrade or two. There will be things to make spikes and pits less annoying. Nothing in the shop will be absolutely necessary.
Before we finalize that list we'd like to open it up to suggestions to see if anybody has any really killer ideas. Something NEW, not just a rehash of what was already done in 8 or &B. Go ahead, impress us!
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How about...
Name: Revenge Buster
Description: When health reaches 1/8 or below, all shots turn into charge shots (can't charge the buster during this).
Price: Supposing bolts go up to a 999 limit like always, should be about 500 or less. No idea, actually.
Name: Air Controller
Description: Can jump farther to the left or right. This item can be turned off or on at any time when the game is paused.
Price: Kind of cheap. Shouldn't exceed 150.
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Knux, the bolts are Mega Man 8 style. You can't just baby-mode farm for them, you gotta find 'em.
ANYWAY you want ideas you got ideas come on down to the idea farm
I always had the idea of being able to buy a weapon through the shop. Similar to &Bass in how buying Eddie or Beat took up a weapon slot, except more like MM8's Mega Ball in that it's an actual weapon you can use to kill things. The weapon should be roughly as good as Mega Ball as well; very helpful in certain rooms or versus certain mid-bosses, but not an all-around game breaker. Keeping "Mega" in the name or even referencing other characters would be neat.
Ideas include Proto Shield (MM7; charge shots change into Mega Man 4's comet shape), Mega Kick (the insanely awesome melee from Powered Up), Kalinka Bomb (you can throw it with a low arc, like Sniper Joe's grenades or Network Transmission's MiniBomb chip), Beat Seeker (buster change; charge attack instead shoots Beat, who returns like Shadow Blade or Knight Crush and can pick up things like Magic Card), or Cossack Finale (a screen-clearing weapon that also does good damage to bosses... but drains health instead of ammo; meant to be the final upgrade in my own shop, but seeing as that will likely never happen, maybe you guys could put it to better use).
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Wait... the Mega Man 8 route? Does this mean that we won't be able to get all of the items in the shop? That was quite a big deal for 100% completionists in Mega Man 8, according to PinkKittyRose (http://youtu.be/ZW3H8SQGv5o?t=6m23s).
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that's the one flaw they're fixing
you can get everything (YES! YEEEESSSS!!) but you still have to find the screws (YES! YEEEESSSS!!)
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the bolts are Mega Man 8 style.
Alright, good to know. The price can be adjusted by the team if they like the ideas anyway.
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Can't think of prices, tho
Name: Crossbow Buster
Description: (Equip) Charged shots unleashes a stream of 5 powerful shots in the closest enemy in a 90º cone in front of the player.
Name: Spear Buster
Description: (Equip) Charged shots pierce multiple enemies while gradually losing power, but causes 2x damage at point blank.
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How about that one thing that lets you restore health by standing still for a select amount of time.
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Something NEW, not just a rehash of what was already done in 8 or &B.
And besides, that was useful in &Bass, where E-Tanks were absent. They'll be in this game, though, so having two sources of self healing would probably be overki... I mean, heal... eh, you know where I'm getting at.
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These are probably stupid but I'll toss them on the table anyway.
??? (Strength Module? Overclocked Buster?)
Cost: I'm not positive what's balanced, but it should have the same cost as its brother upgrade.
Effect: When equipped with the Strength Module, the player will be able to charge their buster slightly faster, and charged shots do 4 damage instead of 3. The drawback: the player will suffer intense kickback upon firing their charged shots (That is lessened while on the ground), and the buster will eat a bit more weapon energy than it did before (Perhaps the energy for 4 shots would now only get you 3).
??? (Agility Module? Overclocked Movement?)
Cost: ' '
Effect: When equipped with the Agility Module, the player will be able to run slightly faster (If their normal speed is 1, this should be between the range of 1.15 and 1.33), and slide a significantly further distance. Unfortunately, this comes at the major sacrifice of the player's charged shot.
These upgrades are mutually exclusive and designed to make the player focus on a playstyle if he gets one or the other at all. Only one can be equipped at a time and they can only be switched out for one another when the player has access to the Shop.
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Then how about a Super E tank
It's a thing that holds 2 Etanks for you for the price of 1 slot.
There we go.
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good start, guys!
a few clarifications:
We're going mm8 style with a limited number of bolts to find
Yes, you will be able to get everything if you find every bolt
We're shooting for a total of 8 or 10 upgrades
Every upgrade you get will be active all the time
None of them will be necessary to beat the game
Each upgrade will cost 4-5 bolts (40 total)
Some previous minor upgrades will likely be bundled into packages
Mega will start with the energy balancer and exit device by default (and slide. and mm4 style charge shots :P)
If we do multiple characters they will have somewhat different upgrade options
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oh
oh
oh
I just thought of the greatest idea ever
CHARGE KICK EXPANSION (could change to Mega Slide, Flash Slide, etc)
There is now an ammo bar displayed when using the Mega Buster. This ammo refills over time instead of with Weapon Energy; WE collected will still be directed to weapons with the Energy Balancer. (However, using a W-Tank can still insta-charge this meter.) Sliding with full ammo will give your slide Charge Kick properties (dealing damage and invuln frames). The meter shouldn't take too long to refill, but long enough that it will leave you in a pinch if you try to spam it during a Robot Master battle or something.
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Every upgrade you get will be active all the time
Aaaaaw.
Never mind, I got nothin'.
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CF - that doens't mean we won't just give you both, albiet in more balanced form. :D
charge kick expansion... not sure if amazing or broken. possibly both. Hmm.
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Multiple Characters caught my eyes.
That sounds cool.
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It's still a very big if. But yeah, I want that to happen.
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and mm4 style charge shots
I'm not a big fan of mm4 style charge shots, I prefer mm5 charge shots, minus the lose charge when hit
Also, will there be difficulty settings and an infinite lives toggle like in the Mega Man: Day in the Limelight fangames?
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There are currently no plans for either of those features.
AlsoMM5ChargeShotwithoutstoppingwouldbesoOP
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How about an extra life upgrade that revives you at your current position. However, you will still die by falling in a pit and maybe spikes too, and it will only work once per stage not life. For example: If you die against a boss, the exploding animation will take place but it would come back to you, and you will essentially be revived from that spot but with only half your hp or just 1 hp remaining assuming you didn't lose any life during the whole stage. So he would kind of work like Ninja Spy in Saxton Hale if you think of it that way.
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I know!
Climb ladders faster!
How about being able to purchase an upgrade to your charge shot? With it, your shot is a lot more powerful, but you can loose the charge when you get hit.
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I know!
Climb ladders faster!
How about being able to purchase an upgrade to your charge shot? With it, your shot is a lot more powerful, but you can loose the charge when you get hit.
There are some shop ideas we already have in place... ;)
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CHARGE KICK EXPANSION
I thought of this before posting my ideas. The reason I omitted it was because it was something that was done already in MM5, and the difference was going to be that it would simply replace the slide with a Charge Kick effect that would also make the slide longer. Oh, and none of that meter thing.
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Dragon man's weapon will have all your dashing needs covered adequately, so don't sweat that one guys.
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Energy Exchanger:
You can now fire special weapons that are out of weapon energy. It will deplete your health instead. Use with caution.
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Animal FX:
Changes all sounds in the game to animal sounds.
..to be fair, I don't recall it ever needing to be 100% useful. Sometimes cosmetic things are cool too.
Plus a megabuster going MOOMOOMOOMOOMOOMOO on charge just sounds great.
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Name: Shining Energy
Description: As long as you have full health, weapon energy won't decrease. However, if a weapon doesn't have the minimum amount of ammo for one use, you still can't use it.
Name: Auto Counter
Description: When you take contact damage, the enemy will take damage equal to half of it.
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Some of these ideas are almost definately going to show up, though we're arguing a bit about which ones. Some line up closely with ideas we were already tossing around, and those are quite likely to get the go-ahead. If we do multiple characters some of these are likely to be character specific upgrades to give them more uniqueness and replay value. Auto Counter, for example, is the kind of thing I've been wanting to give a playable Bass since we started this project, framed around the mental image of him just kicking metools over and shooting them while they kick helplessly like turtles on their backs. He's kind of a jerk like that.
In particular while I'm liking some of the weapon energy-related concepts, we need to keep in mind that making weapons too easy to use negates the point of having W tanks in the game. I mean I personally tend to be a (mostly) buster-only sort of guy anyway so I don't really care on that front and would have preferred to just leave the W tanks at home, but since we decided with an earlier poll to include them we can't really just turn around and make them pointless, you know? In fact we're discussing making W tanks quite plentiful and insuring all the weapons have alt uses just to really encourage players to use them frequently.
Also the idea of a moo-buster earned a chuckle. No... but it was amusing.
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Are W-Tanks going to refill AAAAAAAAAAAAAAAAAAALLLLLLLLLLLLLL of the weapons? Because frankly, if W-Tanks are going to be that plentiful, making each tank refill one weapon would encourage preserving weapon ammo instead of spamming 5 high ammo weapons (think Metal Blade, Water Cutter, HCR Boomerang), then using ONE W-Tank just to find another 3 feet away.
EDIT: For a shop item (and this could go along with your alt weapon use idea), how about a sort of X-Buster upgrade where you can charge all the weapons?
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Well W tanks aren't going to be dropping as normal powerups or anything or in every stage, they just won't be exactly rare. Certainly more common that E tanks though.
Charging all special weapons, especially if as part of a buster upgrade, is a bit too X-ish. We want to stay firmly in Classic.
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Here's one more. I think this is my last one.
Name: Priority Strike
Description: In a boss battle, if you land the first hit, it will be ? times as powerful.
Can't really give an exact multiplier because I'm not sure if this is broken. It could be an added amount instead.
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so we've gone through and made some cool shop items from the suggestions here as well as from former games and some just plain new. One question was a sticking point however... we liked all three of these, but more than one would be overkill. So, cutstuff forums, which one will it be?
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Definitely go for Super Recover. Considering that the rate of item drops is the same for all three, at least one would get more health and/or ammo out of it. Simplest and most effective, but that's how I prefer it, anyway.
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My thoughts on the three options:
Exchanger is basically there to make sure everything that drops is useful. If you're good enough to stay at full health it rewards you with being able to play with your weapons much more freely. The ratio in reverse is less specifically because we don't want to encourage people to never use any weapons as a way to just plow through the game and not care about health.
Super Recover is the most simple approach to the problem, though I'm wary of just how much large items will actually give you back. We might have to make large drops less common if this is selected.
Luck Booster would work by simply updating the drop ratios, making more health/energy per stage overall but not as 'swingy' as Super Recover would be. It's possible we might make a lesser form where large drops become more common than small but both still exist.
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Can I say something regarding the shop options?
Mix 1 and 2. Have a normal shop that requires regular bolts and sell consumable items and some oddity items, and also have the choice to "build" stronger, permanent upgrades with special bolts plus an extra fee of normal bolts. These special bolts could be either collectibles or gained on challenges or something.
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We aren't doing screws/p-chips as things that enemies drop. That's already been decided.
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I like the idea of Energy Exchanger, since it compliments and extends upon the Energy Balancer. Although, would Energy Balancer's functionality take precedence over Energy Exchanger's? That is, since Energy Balancer makes it so when picking up ammo while the selected weapon is at full ammo, it is given to other weapons, would that mean the Energy Exchanger would only heal you from picking up ammo if it cannot use the ammo to fill other weapons (ie. every weapon is at max ammo)?
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That's an interesting question. If that wins the poll we'll have to figgure that out.
Hmm... perhaps which takes precedent depends on if you have a weapon equipped or not?
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I think Exchanger is too much of a "pro" item. I don't think everyone here is a hardcore Megaman player, and even if that were the case, there will still be other people outside the forums who may get to play the game as well. I don't know anything about how difficult the game will be, but since you're offering recovery options, Exchanger alone simply won't do.
What I'm getting at is that you can leave Exchanger as an item, since it has the most votes. But outright having Exchanger and ditching the other two (though I don't really care much for luck booster) doesn't seem like a viable route for recovery. As far as weapons, there will be W tanks. E tanks will be more rare, so something else that can recover life energy (and hell, weapons too) reliably is a real recovery upgrade, and thus should not be overlooked.
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To be honest it's still up in the air. Exchanger is the clear winner but we haven't come to a consensus yet just how it's going to work. It's interaction with energy balancer (that we overlooked before making the poll... sigh ) makes things complicated. Possibly too complicated to be worth doing. I mean, look, here's the deal:
If balancer happens first the exchanger won't kick in unless all your weapons are full, and we WANT people using weapons. That's more or less the whole point of the game, you know?
If the exchanger kicks in first then the balancer will almost never do anything because most people aren't perfect runners. At the same time that also means damage in stages becomes pretty much trivial.
If it switches depending on if you have a weapon equipped or not then it's going to be a complicated damn mess to keep track of and people are constantly going to be bitching about pickups not going where they thought they would.
If we put it in the menu so that the player has to decide which one is on that quickly becomes a hassle, and avoiding that is why we wanted to go 'always on' in the first place
If we just leave it out all together then you guys can justifiably be annoyed that the poll was ignored.
So... yeah.
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Didn't 4 MI have both the energy balancer and exchanger? If so why not follow the rules it used? Unless by complicated you mean coding-wise.
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I haven't played that hack yet. how did it work there?
EDIT - Ah... the exchanger in that game is only health -> weapon, not the reverse. Considerably simpler, but doesn't fill the same roll as a boost to healing that we were kinda looking for here. Something to consider, at least.
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I didn't even mention any balancer. I was talking about Super Recover. By the way, I don't really like Exchanger at all, but suggested keeping it merely because it would be out of respect for the poll votes. If you ask me though, Super Recover is the superior choice for reasons already stated.