5
« on: April 05, 2013, 05:30:11 AM »
Ignoring some of the glitches, such as the eyes getting stuck when Escago shoots them out in Toad Man's stage, I have a few suggestions.
------------------------------------------------------------------------------------------------------------------
Classes
------------------------------------------------------------------------------------------------------------------
Mega Man: Starts with the default Mega Buster, which can charge. It can shoot up to three lemons on screen at a time (not all three instantly). A charged shot deals twice as much as damage (screw the actual, game's canon logic on this!) and a fully charged one does three times as much damage as one, non-charged shot (back to game canon!). He has access to New Rush Coil, Rush Jet, Rush Power Adapter, Rush Jet Adapter, Rush Super Adapter, Beat Call, and Rush Question/Eddie Call.
Health: 165
Speed: 100%
Weaknesses: Nothing
Proto Man: Slightly slower than Mega Man, but has a Proto Shield with all weapons. His Proto Buster is similar to Mega's Mega Buster. He has the ability to use Proto Strike, a powerful, short ranged charged shot, and Big Bang Strike, which travels through enemies and is mostly an insta-kill, not insta-killing bosses, all at the cost of 7/8 (~144) or 3/4 (~124) of his health bar.
Health: 165
Speed: 93%
Weaknesses: Commando Bomb, Crash Bomber, Drill Bomb, Flame Blast, Hard Knuckle, Laser Trident, Spread Drill, Thunder Beam, Atomic Fire, Bass Buster (if charged), Break Dash, Homing Sniper, Magma Bazooka, Mega Buster (if charged), Noise Crush, Pharaoh Shot, Proto Buster (if charged), and Wild Coil.
Bass: Quicker than Mega and with a Double Jump! He also has an Air Dash! He starts with the Bass Buster, which, of course, functions as it already does (rapid fire, but each lemon not as strong as Mega's), though, this one can charge with alt fire (spitting out one regular shot and then charging like the Mega Buster). He has access to the Super Adapter thanks to Treble, though, he can shoot a fist with the main fire or a regular charged shot with alt fire, as well as Rush Jet (Treble Jet, really), Eddie Call/Rush Question (really Treble Item), Beat Call (really Treble Rescue), and Treble Sentry.
Health: 138 (~83.333 % of 165)
Speed: 133%
Weaknesses: Atomic Fire, Bass Buster (if charged), Break Dash, Homing Sniper, Magma Bazooka, Mega Buster (if charged), Noise Crush, Pharaoh Shot, Proto Buster (if charged), and Wild Coil.
Roll: Her main weapon is the Roll Swing, in which she whacks her enemy with the broom. When she switches weapons, this becomes her alt fire, unless the weapon she equips already uses alt fire, in which case, it is either disabled or requires both main and alt to be pressed. Her alt, when she has Roll Swing equipped weapon is the Roll Buster, which shoots like the Mega Buster, but is bigger and does a bit more damage, but cannot be charged and has a delayed fire when she shoots for the first time (she need to put her shoe on her arm, guys), but the delay is ignored on subsequent shots until she stops shooting for one second.
She can regain 3 points of health per second while shooting off her weapon. However, if she does not shoot a (non-support) weapon for three seconds, the health regain goes up 1 point up to a max of six, making her healing rate 3-6 health per second.
Her other weapons are all support weapons:
-Health Gun: When used on someone, it restores their health at a rate of 7 (about 1/24 of 165) per second, or 21 (about 1/8 of 165) health per second if the healed did not fire any non-support weapons within the past 10 seconds of the beam's effects. Other Rolls will continue their natural healing throughout this process as well.
-Energy Gun: When used on someone, it restores their weapons energy (of their selected weapon) at a rate of 7 (about 1/24 of 165) per second, or 21 (about 1/8 of 165) health per second if the healed did not fire any non-support weapons within the past 10 seconds of the beam's effects. It has a use of 60 seconds before having to pick up energy itself. Different Rolls can restore each others Energy Guns energy.
-Prayer Gun: Randomly: restores all health, restores 1/8 health, restores 1/4 health, restores 1/8 weapon energy, restores all energy and health, deals 21 (about 1/8 of 165) damage, or drains 1/8 of a weapon's energy from the victim.
Health: 193 (~116.666 % of 165)
Speed: 107%
Weaknesses: None
All:
-All weapons gained should be the same for everyone except for Roll, who's weapons gotten may vary, from being support or non-support as they are now. (Some weapons are debatable in this.)
-All characters should be able to slide.
------------------------------------------------------------------------------------------------------------------
Support weapons
-Any weapon that doesn't do damage (with the exclusion of the Prayer Gun) should be counted as this.
Enemy drops
There should be more drops from enemies.
Enemy spawns
Enemies should not be allowed to flood an area (play Toad Man's stage and you'll see those 'brella fuckers be in a spam mob). Respawning enemies should only respawn a minute after their death and should respawn where they are first spawned.
Enemies need to be slightly weaker
Enemies, excluding bosses, should be a little bit weaker. Especially those headbutting umbrella thingies.
------------------------------------------------------------------------------------------------------------------
That's all for now.
EDIT: Crap, I forgot some other things I wanted to add to Roll. Screw it, I'll add them later.