Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: berserkx33 on October 11, 2010, 05:48:45 PM

Title: Ideas for a possible 1.5 version
Post by: berserkx33 on October 11, 2010, 05:48:45 PM
Man, i was playing and this got stuck to my head: How can the levels portray more accurately their respective boss?

And then came those ideas:

- Adding one extra weapon per character, this i will explain later in this post.

- Adding characters specs for every character in the game. (Same as above)

- Each map have the character corresponding to him always spawning with his primary weapon, secondary weapon and character specs of that respective boss.

Now about the secondary weapon thing:

- Look at this, i see there is some group of people complaining about the lack of the bosses original pallets, and as you can see, they are related to the weapon and some triggers as cutman mike said. Now, about that well, i believe that adding a extra weapon for each character will let you bring their original pallets back, since you will have a extra pallet per character.

- And finally about the said secondary weapons, i was thinking about they being like the boss exclusive manuever. Here are some samples using mm2 bosses:

--Quickman: Triple Boomerang: Quickman's attack where he throws 3 boomerangs at megaman, they stay still in the air and then fly in his direction again (Like a very limited homing ability).
--Woodman: Leaf Rain: Woodman's attack where leafs float down the screen (Would be great for escapes since he take some time to hit the floor, you could run away while your enemies are hit in the chase).
--Heatman: Fire Wall: Heatman's attack where he throws three fire towers.
--Crashman: Crash Mine: Crashman's attacks where he throw his crash bombs diagonaly down (it whould work like a escape mine since you din't need to aim down to hit the floor).
--Bubbleman: Water Dart: Bubbleman's water dart attack that can pass through enemies.
--Airman: Air Storm: Airman's attack where he create various stationary tornadoes and then shoot then front (It would be a very slow but damaging attack and you need to hold the attack to create more and more tornados, and then let the button go to shoot then).
--Flashman: Flash Machinegun: Flashman's spread machinegun attack (it would work while you hold the button and spread around the crossair).
--Metalman: Sweeping Saw: Since metalman ONLY do the metal blade throw, i think it would be cool to have a crawling weapon that rebound on walls, making it less hard to hit someone like the punk weapon.

And at last the the character specs thing:

- As cutman mike said, the characters would have the same stats as a way to mantain the game even, but it certainly disapointed various persons, as i'm one of then (not complaining though). The solution would be Character Specs, that would work like the Protoman and Bass itens, giving the character especific manuevers of the said character.

Quote
Edit: The Character Specs are colectible items like proto buster, they are suposed to be collected and used, replacing the last Character Spec you used, and all will only work while using the standard weapon (Again like the Proto Buster).

- Here are some samples using again the MM2 bosses:

--Quickman: LightSpeed: Your character will naturaly move faster than normal.
--Woodman: Wooden Body: Pick up items are more effective
--Heatman: Atomic Revenge: Every time you are hit you burn and hurt anyone who touch you.
--Crashman: Crash Reflex: Every time you are hit you wil automaticaly jump high (it may sound useless but is SUPER USEFULL to prevent cornering).
--Bubbleman: Water Mobility: Trade your walking ability by the swiming ability leting you freely swin underwater.
--Airman: Gust Cannon: Every time you shoot every one around you is pulled away.
--Flashman: Flashing State: Every time you are hit you enter flashing state and stay invulnerable while hiting each other.
--Metalman: Critical Hit: Weapons give more damage, but you also take more damage.

AND FOR THE END: PLEASE ADD MORE BOSSES  :D
Title: Re: Ideas for a possible 1.5 version
Post by: mugenstation360 on October 11, 2010, 06:01:26 PM
:mrgreen:  interesting proposition. I kinda like your ideas.
Title: Re: Ideas for a possible 1.5 version
Post by: Max on October 11, 2010, 06:03:54 PM
I don't want to have to play a boss I don't like just for their abilities. Also, this would mean seperate classes for every single boss and that's a LOT of work.
Title: Re: Ideas for a possible 1.5 version
Post by: brotoad on October 11, 2010, 06:05:24 PM
especially cause there are like 60 different player skins
Title: Re: Ideas for a possible 1.5 version
Post by: Crystal King on October 11, 2010, 06:12:11 PM
I believe this is similar to classes, and as Cut said himself, we'd end up having a whole bunch of people all playing as Quick Man or whoever happens to be better then the rest.
Title: Re: Ideas for a possible 1.5 version
Post by: Anonymous on October 11, 2010, 06:20:25 PM
If I remember well, it was decided for bosses to have the same stats because CutmanMike didn't want to have to make balancing work. I completely understand, it's hard to do such a thing without it becoming a huge gamebreaking mess. It's even harder to do with 60 characters at once.

Making 60 more weapons would be a serious pain too... but I admit I'd like to see some secondary fire functions. The game as it is already has much more than any FPS I've ever played so let's not ask for the moon here.
Title: Re: Ideas for a possible 1.5 version
Post by: Shippou on October 11, 2010, 06:32:43 PM
some propositions are interesting and some altough  interesting would end up separating the players into tiers of characters wich is what we re trying to avoid here,  some things could be done i pressume, as long as it doesnt involve generating separate classes for the robot masters because thats what cutman doesnt want to do. and i can see why, 60 classes = super tedious.
Title: Re: Ideas for a possible 1.5 version
Post by: Magnemania on October 11, 2010, 07:29:20 PM
Quote
--Crashman: Crash Reflex: Every time you are hit you wil automaticaly jump high (it may sound useless but is SUPER USEFULL to prevent cornering).
While quite a few of these ideas are broken, this one in particular strikes me as rather ridiculous.  Wind Storm does this normally.  This doesn't make it very easy for a Crash Man player to shoot when they're being bounced around everywhere.
Title: Re: Ideas for a possible 1.5 version
Post by: berserkx33 on October 12, 2010, 03:54:07 AM
Sorry for not putting this on the original post, i'm as talking about making collectible items like the proto buster, not start with it like the classes. The only one's starting with those are the main enemy of the level.

Quote
Quote
--Crashman: Crash Reflex: Every time you are hit you wil automaticaly jump high (it may sound useless but is SUPER USEFULL to prevent cornering).

While quite a few of these ideas are broken, this one in particular strikes me as rather ridiculous. Wind Storm does this normally. This doesn't make it very easy for a Crash Man player to shoot when they're being bounced around everywhere.

Man, if you don't understood, it's a escape manuever, preventing the enemy from killing you with rapid fire weapons in the corners, because you can easily jump over then. The wind storm simply throw you around, but the this one makes you AUTOMATICALLY JUMP HIGH, so you can easily control where you will land, making it hard to hit you with rapid fire weapons.
Title: Re: Ideas for a possible 1.5 version
Post by: Ivory on October 12, 2010, 04:04:45 AM
Also, Cutty dealt with class based gameplay a lot with Ghouls vs Humans. He wasn't exactly too keen on doing that for 60+ characters. Besides it's far more balanced this way.
As soon as you throw Class based balanced into the mix, it becomes hell to balance.

None the less, if someone wants to see this, they can make a mod for it.
Title: Re: Ideas for a possible 1.5 version
Post by: Korby on October 12, 2010, 04:09:03 AM
Are any of you paying attention?(That made me sound like a jerk...)
He's talking about item power ups, like Proto Buster or Bass Buster.
Title: Re: Ideas for a possible 1.5 version
Post by: PressStart on October 12, 2010, 04:32:37 AM
It's fine making these propositions, but unless you or someone else makes the mod, don't expect it to happen.

As stated a couple times before, Cutman's sticking to his own defined goals on the game. Programming all the features you want in can be difficult and time consuming (or have problems in actual gameplay), but anyone willing to do so is free to make their own mods.
Title: Re: Ideas for a possible 1.5 version
Post by: Ivory on October 12, 2010, 04:47:45 AM
Quote from: "Korby"
Are any of you paying attention?(That made me sound like a jerk...)
He's talking about item power ups, like Proto Buster or Bass Buster.

Yes, and there is no way to make Skulltag identify your skin(none the less if your not even using a stock skin!
It can only be done by having each robot master as his/her own class.
Title: Re: Ideas for a possible 1.5 version
Post by: Mr. X on October 12, 2010, 04:49:39 AM
Quote from: "Korby"
Are any of you paying attention?(That made me sound like a jerk...)
He's talking about item power ups, like Proto Buster or Bass Buster.

I don't think he is talking about item power ups, he's talking about giving each robot master a special ability.
Title: Re: Ideas for a possible 1.5 version
Post by: berserkx33 on October 12, 2010, 06:46:38 AM
As i said in the edit THOSE ARE COLLECTIBE POWER UPS LIKE PROTO BUSTER. And i said version 1.5 because this normaly means that the creator have done all his goals and then add's bonus to gameplay.

0.XX Means in development
1.00 Means complete version
1.XX Means Bonus/Add-ons/Extras version

and so on.

Classes ARE gameplay breakers when you over 10, because it is nearly impossible to make then even, so this is why i proposed collectible power ups, for the easy simply making then appear in a controled situation.

I meant to put the main enemy of each stage in HISTORY MODE start with his respectives power ups.
Title: Re: Ideas for a possible 1.5 version
Post by: Mr. X on October 12, 2010, 04:40:41 PM
Oh, didn't read it when you edited it.  You should have posted a separate message to make it clearer.
Title: Re: Ideas for a possible 1.5 version
Post by: berserkx33 on October 12, 2010, 05:29:46 PM
I have made a separated post, you that didn't had read it.

And for the prevention of looking like a jerk again, i will explain that those are not SUGGESTIONS or REQUESTS, those are simply IDEAS.

Man, how hard is to go crazy with imagination without being criticized like hell. :lol:
Title: Re: Ideas for a possible 1.5 version
Post by: Mr. X on October 12, 2010, 07:05:05 PM
Good lord, since when am I criticizing you "like Hell"?  I was just saying something.  God, calm down.
Title: Re: Ideas for a possible 1.5 version
Post by: CutmanMike on October 12, 2010, 07:40:09 PM
My versions are going to work like this:

vNL

N being the number. This increases when major updates happen such as expansions (mm7 etc)
L being the letter. This increases when minor updates happen such as fixes, balance issues etc.

When we reach v2 it will go back to "a" for example
Title: Re: Ideas for a possible 1.5 version
Post by: berserkx33 on October 12, 2010, 08:24:08 PM
Sorry mister X, but i was making fun of the fact that i'm being misunderstud, i think the smile was not enough clue.

And sorry cutman mike, i was using general version naming knowledge to make the meaning "after he had finished EVERYTHING he could do possibly do something like this". But thanks for clarifying your version naming.