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 Joint Idea Space

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Central Command
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PostSubject: Joint Idea Space   Tue Apr 02, 2013 8:32 pm

This is the forum we'll use to communicate our ideas and what-not.


Last edited by Central Command on Wed Apr 03, 2013 9:28 am; edited 1 time in total
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Central Command
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PostSubject: Re: Joint Idea Space   Tue Apr 02, 2013 8:33 pm

Josh Theobald

Okay, I had an idea today.

Make a Megaman roleplaying game. Probably by converting D&D somehow. I've got a few ideas already. Like having 5 customization slots. Head, Body, Right and Left arm, and Legs. You can choose what those parts will be when you start and get upgrades to your chosen parts as you play.

I was wondering if you would like to collaborate on this. Right now I don't know much about how battles will work, other than I would like an Action Point system instead of separate actions.

What do you think?
Today
10:11am
Robert Wiget

A Megaman RPG would be awesome! Though I'm worried I'd end up trying to make a Zero-Wannabee (skill and ability wise, not so much personality XD). But yeah, customization slots sounds good. And using an Action Point system would allow for more exciting stuff I imagine.
10:13am
Josh Theobald

That's what I figured. You could have a set pool of action points for your turn and then what points you don't use could convert to reaction points for use on other people's turns.
10:15am
Robert Wiget

Yeah, and when the players defeat a major boss, the DM could issue out unique powers to each player (like in the games).
10:31am
Josh Theobald

Exactly! Smaller enemies would healing items or AP boosts but you have to run over them to collect them and they disappear after a bit, just like in the games.

*drop
12:59pm
Robert Wiget

That could work, though if you shoot someone from a distance, a party member could end up swiping it before you could XD. Or would spending 1 AP allow you to move more than one space?
2:25pm
Josh Theobald

Well swiping would have to be part of the game. Maybe even a good way to help out. Say you have a companion with a Z-Saber who's low on health. You blow away a guy right next to him and then he can use reaction points to move to that space and grab the health.
Today
5:36pm
Robert Wiget

I didn't think of that actually, but that adds a whole new element of strategy
5:39pm
Josh Theobald

Yeah. The only way to heal will be to kill enemies. Except for Sub-Tanks but you even have to fill them first.
5:40pm
Robert Wiget

Maybe you could pay a certain amount of money to ave it filled too

Now would this be more in line with classic Megaman, Megaman X, or a mix of various megaman series?
5:47pm
Josh Theobald

Mix. I prefer X but if someone wants to make a Riot Man or Sonic Man they can. I'd rather have the animal based guys but it's better to mix them.
5:48pm
Robert Wiget

Yeah, I like X better myself.
5:50pm
Josh Theobald

Plus I like the upgrades.

And it's so much easier to have Mavericks vs Wily.

Well... mavericks instead of wily
5:51pm
Robert Wiget

Yeah, classic Megaman didn't do upgrades very often. And with the animal-based bosses, adds more variety than just "Something Man"
5:52pm
Josh Theobald

And you have the option to just name your dude. Sigma, Vile, and Zero all come to mind.
5:52pm
Robert Wiget

I figure instead of classes, there would be like different styles of characters to pick, like one focuses on ranged attacks, one focuses on melee, etc.
5:54pm
Josh Theobald

I was figuring that instead of Classes it would be just what parts you choose.

Alright, I gotta go. But I'll get to work on getting a website up so we can start actually getting our ideas down.
5:54pm
Robert Wiget

oh, okay. That works too.

Alright, sounds good. Have a good one!
5:54pm
Josh Theobald

later!
7:29pm


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PostSubject: Re: Joint Idea Space   Thu Apr 04, 2013 1:04 am

Well, firstly, before any character is made, we gotta have base stats! Like Attack, Defense, etc. Would there be the usualy six stats as seen in many RPGS (Strength, Dexterity, Intelligence, Constitution, Wisdom, Charisma)? We would be playing reploids, which are also capable of thought and emotions like humans, so of course they would have at least some of these. Just bringing that up, I don't have any definite ideas for how stats would work.

Sure, we'd be having upgrades to store in different parts of our character's bodies to improve stats, but we can't all just have the exact same base stats at the start. Probably use the same stats and determine them like we did in 4th Ed D&D and go from there?

And as for improving characters, I think we oughta have like different weapons and armor to equip in addition to them. Like different sabers or arm cannons and such. And somehow I think it would be cool to incorporate Axl's Copy ability from the later X games (X7, 8, and Command MIssion).

What I DO have an idea for is, in most RPGs, they have mounts! We gotta have Ride Armors like in the X series! And the Ride Chaser bikes, those were awesome.

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PostSubject: Re: Joint Idea Space   Thu Apr 04, 2013 7:39 pm

Well I want to start by making this game a bit simpler than D&D.

I actually do want to start the same. As in, no stats.

Our parts and equipment will determine our 'stats'.

Think about it: Reploids were mass produced robots. Sure they had thoughts and feelings but they were still created, not born. That means a base model.

So base model is created and then they are given parts that specialize them.

I was actually thinking of starting a story out where 2 base reploids are being given jobs but are instead chosen for a new job of Tactical Ops. Being in TacOps gives them the ability to choose their parts instead of being assigned.

But that's just an excuse for story.

I just think it would be simpler and better to go without stats.

Doesn't mean I'm turning it down. I'm willing to test anything. If stats make the game better than we'll totally go with it.
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PostSubject: Re: Joint Idea Space   Thu Apr 04, 2013 8:49 pm

I was considering that idea as well (having a base body and using parts to upgrade you) would definitely work, I was just wondering what would determine HP . Would each character have a base set of HP that parts could increase?
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PostSubject: Re: Joint Idea Space   Thu Apr 04, 2013 9:50 pm

I'm thinking yeah.

Megaman starts out with a set bar of health which he can then upgrade.

I'm thinking along the same lines as that.
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PostSubject: Re: Joint Idea Space   Fri Apr 05, 2013 10:06 pm

What do you think of possibly separating movement and AP?

Give people a speed and then moving beyond that speed costs AP.
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PostSubject: Re: Joint Idea Space   Sun Apr 07, 2013 2:45 am

We should start banging out some actual mechanics.

How do you feel about a set health of 20 that can be upgraded later?
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PostSubject: Re: Joint Idea Space   Sun Apr 07, 2013 2:00 pm

Just had an awesome idea for a Head Part!

---

Mechaniloid Uplink: Allows you to control a single Mechaniloid that is your size or smaller. You can only control 1 mechaniloid at a time and it shares your AP and RP. It can move it's speed when you move your speed.

Mechaniloids can equip 1 part and 1 weapon. Same rules apply to those parts as they would to you.

---

What do you think?
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PostSubject: Re: Joint Idea Space   Sun Apr 07, 2013 2:51 pm

Central Command wrote:
What do you think of possibly separating movement and AP?

Give people a speed and then moving beyond that speed costs AP.

I think that would work better.

Central Command wrote:
We should start banging out some actual mechanics.

How do you feel about a set health of 20 that can be upgraded later?

I was going to suggest somewhere in the 15-20 range, so that works.

Central Command wrote:
Just had an awesome idea for a Head Part!

---

Mechaniloid Uplink: Allows you to control a single Mechaniloid that is your size or smaller. You can only control 1 mechaniloid at a time and it shares your AP and RP. It can move it's speed when you move your speed.

Mechaniloids can equip 1 part and 1 weapon. Same rules apply to those parts as they would to you.

---

What do you think?

Love it!
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