Post by Havok644 on Oct 11, 2010 8:56:02 GMT -5
I've been hoping for ages for a Coop story mode in MML games, and now we may get our chance. This is the thread for speculation on Co-operative modes only, as well as anything relating to it. I'll start with my idea. Oh, and Mods, if this is the wrong place, sorry.
Roll wasn't fun in MML2, at least to work with. She didn't fight, and you didn't have to defend her. However, if she had a purpose, then she would be extremely fun to work with. Here's my idea about coop mode with Roll:
~~ LONG READ ~~
Obviously, One player would be Trigger, and the other would be Roll.
~Part 1- Roll's health, movement, and damage~
Roll's Health Bar would be 2/3 or less of Rock's default bar. She would also be 1 1/3 faster.
Roll would be outfitted with a prototype Buster, which she made while Trigger was on Elysium. It would have these stats:
+2 Damage
+3 Range
+2 Rapid
+1 Energy
~Part Two- The Radar~
By now, you're likely thinking, "Well, what's the point if she's just a weakened version of Trigger/ Volnutt?"
Well, here it is. Trigger would get either A) a very basic minimap, that just shows the rooms, or B) No minimap in Co-op. Roll would get a much more detailed minimap, which shows locations and movement of Reaverbots in the local rooms (All the rooms adjacent to the one you were in). This would encourage, and in some cases force, teamwork: Trigger can't see whether there is a massive ambush, or if the room is clear.
However, it wouldn't make sense for Roll to just magically see what was in the adjacent room. As such, she would get a basic minimap as well, but would have a special weapon called Scanner. With this, she would become temporarily immobile, and would pull out a scanner type object. The camera would then shift to the map on her wrist (Like the Pipboy in Fallout 3).
The player can stay in map view for a total of 30 seconds (So that you can track the Reaverbot's Movements, but after that you would be forced out of map view (So you can't just stand around doing nothing), and her minimap would be updated with the locations of Reaverbots nearby. Her minimap would have the last known Reaverbot locations, so that you still had a general idea of where they were. This way she wouldn't be constantly streaming data, and that would be too easy. Also, there would be a 40- 50 second cooldown before you could use the Map pad again, so that the player can't just spam the radar button.
Another Idea about the Minimap I have. Since Roll provides the basic minimap for Trigger, its theoretically a dumbed down version of Roll's basic map, and is being kept up to date with door changes and such. So, if Roll takes too much damage, the Radar would start malfunctioning, like this:
3/4 of damage:
Roll's Radar has small cracks in it, Trigger's would have some static
1/2 of Damage:
Roll's Radar has larger cracks in it, Trigger's would stop displaying which doors had been opened, and which was the last one he went into.
1/4 of Health Remaining:
Roll's Radar is almost entirely obscured by cracks and scorch marks, and is sparking. Trigger's would begin breaking to the point where his Radar only shows adjacent rooms with static, and the colors would be messing up (Similar to a broken TV, when the display is screwy).
Less than 1/4 of health:
Radar shuts off for Trigger, very basic w/ cracks for Roll.
This would bring about the problem of just spamming medkits to restore functionality to the radar. However, this could be avoided. Using medkits doesn't fix the radar all the way, the max functionality the radar can be restored to is 2 steps up from its current damage. For example, 1/4 health restored to max = radar can only go up to 3/4 health's radar. So even if the health bar is at max, the radar won't be fixed.
However, Data could fix the Radar when you encounter him (Since he already heals you, and restores Special Weapons).
Trigger will be reliant on Roll for intel, and she'll rely on him for protection. Granted she can still fight, but she won't be able to go it on her own as easily.
~Part Three- Roll as a technician~
Since we know by now that Roll is great with mechanics, why not have that come into play in the game? In addition to finding keys and switches, why not have Roll be able to cut open doors with a welder, or tap into consoles to cause different things. For example:
In an underwater ruin, there would be a point where you need to drain the room of water, perhaps if there were a limit to the air in Megaman and Roll's suits/ air tanks (Granted the Rebreather was a better choice, but this is hypothetical).
Trigger and Roll enter a room with a console that has been tampered with, and as such a security mechanism has caused it to lock up. Roll would have to bypass the security programs, but doing this would trip an alarm, causing Reaverbots to go crazy (Left 4 Dead Style). Trigger would have to hold them off (There wouldn't be massive hordes of Reaverbots, just like 4 Zakobons at a time, or 2 Sharukurusu. Enough that you would have to be careful, but not enough that it is impossible) until Roll could finish cracking the security, disabling the alarm and draining the water from the floor.
So we already know what Trigger would be doing, but what about Roll? For those who have played Alien Swarm by Valve, you may already know. You would have to hack the terminal's security, in a style like Alien Swarm. You would have to work quickly, so that Trigger doesn't get overwhelmed by the oncoming Reaverbots. Less important terminals wouldn't trigger alarms through the entire Ruins, they would just attract nearby Reaverbots in adjacent rooms. However, if the rooms were cleared out, Reaverbots would still come (The same reaverbots that would have been in the room. For example, Room A is next to the control panel room, and had 7 zakobon, all of which you destroyed. The game would still send 7 Zakobons after you; they would have respawned eventually anyway.). If the floor has no Reaverbots on it, then either A) Reaverbots would be generated, or B) There would be none, you could hack safely.
After the hack was complete, the door would be opened, or the water would drain, or whatever. In addition, if it was an important enough terminal with enough Reaverbots coming at you, the floor would have drastically less Reaverbots on it, if there were any to begin with.
So, that's my idea for a Coop Mode. Any thoughts, criticisms, or ideas?
Roll wasn't fun in MML2, at least to work with. She didn't fight, and you didn't have to defend her. However, if she had a purpose, then she would be extremely fun to work with. Here's my idea about coop mode with Roll:
~~ LONG READ ~~
Obviously, One player would be Trigger, and the other would be Roll.
~Part 1- Roll's health, movement, and damage~
Roll's Health Bar would be 2/3 or less of Rock's default bar. She would also be 1 1/3 faster.
Roll would be outfitted with a prototype Buster, which she made while Trigger was on Elysium. It would have these stats:
+2 Damage
+3 Range
+2 Rapid
+1 Energy
~Part Two- The Radar~
By now, you're likely thinking, "Well, what's the point if she's just a weakened version of Trigger/ Volnutt?"
Well, here it is. Trigger would get either A) a very basic minimap, that just shows the rooms, or B) No minimap in Co-op. Roll would get a much more detailed minimap, which shows locations and movement of Reaverbots in the local rooms (All the rooms adjacent to the one you were in). This would encourage, and in some cases force, teamwork: Trigger can't see whether there is a massive ambush, or if the room is clear.
However, it wouldn't make sense for Roll to just magically see what was in the adjacent room. As such, she would get a basic minimap as well, but would have a special weapon called Scanner. With this, she would become temporarily immobile, and would pull out a scanner type object. The camera would then shift to the map on her wrist (Like the Pipboy in Fallout 3).
The player can stay in map view for a total of 30 seconds (So that you can track the Reaverbot's Movements, but after that you would be forced out of map view (So you can't just stand around doing nothing), and her minimap would be updated with the locations of Reaverbots nearby. Her minimap would have the last known Reaverbot locations, so that you still had a general idea of where they were. This way she wouldn't be constantly streaming data, and that would be too easy. Also, there would be a 40- 50 second cooldown before you could use the Map pad again, so that the player can't just spam the radar button.
Another Idea about the Minimap I have. Since Roll provides the basic minimap for Trigger, its theoretically a dumbed down version of Roll's basic map, and is being kept up to date with door changes and such. So, if Roll takes too much damage, the Radar would start malfunctioning, like this:
3/4 of damage:
Roll's Radar has small cracks in it, Trigger's would have some static
1/2 of Damage:
Roll's Radar has larger cracks in it, Trigger's would stop displaying which doors had been opened, and which was the last one he went into.
1/4 of Health Remaining:
Roll's Radar is almost entirely obscured by cracks and scorch marks, and is sparking. Trigger's would begin breaking to the point where his Radar only shows adjacent rooms with static, and the colors would be messing up (Similar to a broken TV, when the display is screwy).
Less than 1/4 of health:
Radar shuts off for Trigger, very basic w/ cracks for Roll.
This would bring about the problem of just spamming medkits to restore functionality to the radar. However, this could be avoided. Using medkits doesn't fix the radar all the way, the max functionality the radar can be restored to is 2 steps up from its current damage. For example, 1/4 health restored to max = radar can only go up to 3/4 health's radar. So even if the health bar is at max, the radar won't be fixed.
However, Data could fix the Radar when you encounter him (Since he already heals you, and restores Special Weapons).
Trigger will be reliant on Roll for intel, and she'll rely on him for protection. Granted she can still fight, but she won't be able to go it on her own as easily.
~Part Three- Roll as a technician~
Since we know by now that Roll is great with mechanics, why not have that come into play in the game? In addition to finding keys and switches, why not have Roll be able to cut open doors with a welder, or tap into consoles to cause different things. For example:
In an underwater ruin, there would be a point where you need to drain the room of water, perhaps if there were a limit to the air in Megaman and Roll's suits/ air tanks (Granted the Rebreather was a better choice, but this is hypothetical).
Trigger and Roll enter a room with a console that has been tampered with, and as such a security mechanism has caused it to lock up. Roll would have to bypass the security programs, but doing this would trip an alarm, causing Reaverbots to go crazy (Left 4 Dead Style). Trigger would have to hold them off (There wouldn't be massive hordes of Reaverbots, just like 4 Zakobons at a time, or 2 Sharukurusu. Enough that you would have to be careful, but not enough that it is impossible) until Roll could finish cracking the security, disabling the alarm and draining the water from the floor.
So we already know what Trigger would be doing, but what about Roll? For those who have played Alien Swarm by Valve, you may already know. You would have to hack the terminal's security, in a style like Alien Swarm. You would have to work quickly, so that Trigger doesn't get overwhelmed by the oncoming Reaverbots. Less important terminals wouldn't trigger alarms through the entire Ruins, they would just attract nearby Reaverbots in adjacent rooms. However, if the rooms were cleared out, Reaverbots would still come (The same reaverbots that would have been in the room. For example, Room A is next to the control panel room, and had 7 zakobon, all of which you destroyed. The game would still send 7 Zakobons after you; they would have respawned eventually anyway.). If the floor has no Reaverbots on it, then either A) Reaverbots would be generated, or B) There would be none, you could hack safely.
After the hack was complete, the door would be opened, or the water would drain, or whatever. In addition, if it was an important enough terminal with enough Reaverbots coming at you, the floor would have drastically less Reaverbots on it, if there were any to begin with.
So, that's my idea for a Coop Mode. Any thoughts, criticisms, or ideas?