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Post by Rockman Striker on Oct 2, 2010 22:01:50 GMT -5
I agree with the idea of dashing/rolling in 4 directions and fire at the same time, but, wall jumping? when i first played MML i replied: "What about wall jumping as the X style?" but then i understand that it simply doesn´t suit for this "weird physics". Allowing the player to get a Jetpack is a cool idea, but, same as above, i think its not MML style, but rather than giving him to Megaman, it could be used by other character, maybe Roll like in that MML2 artbook (i comment this because i remember reading that it would be multiplayer, and i demand a character selection option! -but this would be stuff for another subject- :22: )
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Post by General Specific on Oct 2, 2010 22:04:32 GMT -5
There's really nothing out of place with extra Digger equipment. The jetpack could be integrated into the armor, and would hopefully keep a low profile--it would still probably make Volnutt look a Gundam though, which is okay. The X wall-jump was freaky on its own and in-game, but Volnutt can already do all sorts of crazy maneuvers when he needs to. If we do get some kind of multiplayer, though, then we'll just have to see.
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Post by HalcyonDays on Oct 2, 2010 22:04:58 GMT -5
@general Specific-It would look awkward, but then again, many things that the game does are already awkward. Such as Megaman's frame animation when turning using L1 and R1. Besides, this way, I feel that the game would still run smoothly, keeping true to it's original form while still adding some more innovative features.
@everyone-Now, I've brought this up in the other thread, however I feel that it would be more at home in a thread as game specific as this one.
I was wondering, would any of you Legends fans like to see a Megabuster that can actually be charged-up and fired this time?
The buster gun would still have all the functions of the old Megabuster, with rapid fire capabilities and all, but how about putting a charge function similar to the Classic and X series?
I've been thinking about this, and in order to pull off a buster charge, simply double-tap the firing button and hold the button on the second tap, and this will charge your buster. To release your shot, release the firing button. If you still want to use the old fashioned buster function, simply hold the button after one press, just like in Legends 1 and 2. After firing a charged shot, you can then, almost immediately, begin to follow up with a stream of rapid fire shots.
This control scheme will make it so that shooting a charged shot doesn't interfere with your usual rapid firing shots..
I was also thinking that your buster parts would determine the attributes of what your charged shot looks like.
Buster parts that increase power increase the damage yield. Buster parts that increase rapid decrease the amount of charge time. Buster parts that increase range increase the range. Buster parts that increase energy increase the size of your shot, and thus the spread damage/blast radius that it can cover.
This new addition to the buster can come in the form of another plug, similar to the adapter plug that allows you to attach more buster parts, however this sort of "charge" plug would come after you re-obtain the first one. (Considering Roll does sell it or something.) What do you all think?
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Post by General Specific on Oct 2, 2010 22:17:32 GMT -5
I'll allow this diversion for a short bit.
That's a pretty darn good idea, but only because you can choose whether or not to actually equip, or even to get it. I, for one, would love to use this feature (the double-tap function seems like it would work pretty well), but I know others that want to have a more "authentic" Legends experience, and adding the option and not merely enforcing it is a benefit to us all.
But now, we may as well get back to the real topic.
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Post by Buster Cannon on Oct 2, 2010 22:23:05 GMT -5
If there's a charge shot (and I honestly hope there isn't), I'd rather have it as an alternate buster. You could go with the classic rapid-fire setup, or a charging variation that works more like the busters of the Classic/X series. My setup would be a little different than yours, though:
Attack: Controls the amount of attack power your shot/charge shot yields, as well as the size and cleaving ability Energy: Controls charge time Range: Self-explanitory Rapid: Speed of shots (only 3 uncharged on screen at a time)
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Post by HalcyonDays on Oct 2, 2010 22:26:21 GMT -5
Hm, maybe we'll discuss buster charges at another time then. Which topic did you wish to get back to?
If it is jetpacks, I was thinking that they would act more as a hovering mechanism, allowing you to stay suspended at the height you activate them at (rather than have them carry you upwards), and this allows you to cover more horizontal distance too.
If it is wall-jumping, I'm wondering how this feature might be used.
@buster Cannon- Well, the option for a charge buster would be completely optional anyhow, that is if we go for the idea that it comes as a plug upgrade that you don't necessarily need to have Roll fix up.
This way, it could still cater both to players who want a charge shot, and those who don't.
As for your rapid buster parts suggestion, I'm wondering what you mean by 3 "uncharged shots" on the screen at a time. Wouldn't that ruin the point of having energy buster parts equipped, which are supposed to increase the number of shots that can be fired before you have to wait for the buster to reset?
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Post by General Specific on Oct 2, 2010 22:31:50 GMT -5
You know, controls!
Both items have their uses. The Jet Pack is for maneuvering across gaps and to get to areas in dungeons and other maps that would be otherwise inaccessible, and as a last-ditch way to dodge enemy attacks. The wall-jumping is pretty much for traversing levels and landscapes, but mostly for dungeons that have many platforming sections--which we'll discuss later on.
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Post by HalcyonDays on Oct 2, 2010 22:43:39 GMT -5
So, some attributes for the Jetpack then.
In order to activate Jetpack, simply press and hold the jump button while airborne.
During use of the jetpack, it is still possible to move in 8-way directions, similar to how you would move on the ground.
As for the speed of your flight, I suggest it should be at 1.5 to 2 times the speed of your regular running speed.
You can also fire your buster and lock-on targets while using a jetpack, and even perhaps special weapons, depending on the weapon of choice. (weapons with too much recoil wouldn't be usable)
I'm also wondering whether or not the jetpack should be upgradable, like your special weapons. Upgrades would help increase the amount of time you can stay airborne, as well as maximum speed.
As for wall-jumping, eventually, with the jetpack becoming available, wall-jumping may become obsolete.
(On a side note, how will we get all these suggestions to Capcom?)
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Post by General Specific on Oct 2, 2010 22:48:35 GMT -5
I have an account on Capcom Unity, so I can pitch in there once we learn how to contribute our ideas for the game in general.
I don't see the need to have a upgrade to the Jet Pack, when it's adequate for its purpose as is. Some wall-jumping will still be necessary, as some dungeons would require that you carefully use the Jet Pack for when the situation is best. That's why this is a great way to add challenge to the game and to provide a level design exercise. We could even have challenges based around platforming with wall-jumping and the Jet Pack. The speed looks good, and so does control for the item.
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Post by HalcyonDays on Oct 2, 2010 23:02:21 GMT -5
I suppose you have a point with the jetpack upgrades.
As long as it doesn't become a game-breaker, like the Shining Laser, as someone mentioned before, and becomes available at a point in the game where it's needed. (Or should this, just like the charge buster, be optional?)
What about 8-way directions for the Jetskates, also being able to fire off shots while moving?
Of course, this technique will be dependent on the terrain type of the battlefield. You can't exactly skate around freely in an area where there are too many ledges and obstacles.
Suggested Jetskate modifications:
In order to activate jetskates, simply hold down the circle button (or whatever button activates it) and let the animation for Megaman crouching into position take place.
In order to choose a direction to start skating off in, while Megaman is going into his crouch position, simply hold the D-pad in the direction you wish to go in. Of course, this must be done before he activates his Jetskates.
Pressing no direction will propel you forward.
Pressing forward will propel you forward at an even faster speed, similar to Legends 1-2.
You can lock on to enemies and fire while skating around.
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Post by General Specific on Oct 2, 2010 23:30:06 GMT -5
Seems about right to me. It would be basically just the same as regularly running, just at a faster speed and moving automatically.
We done with this yet? I'm thinking of switching topic right about now.
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Post by HalcyonDays on Oct 2, 2010 23:41:53 GMT -5
Although I just thought of a flaw in the Jetskates idea...
I've noticed that whenever I'm turning directions while skating, I'm still relying on the D-Pad to help the camera turn in the direction I want to.
I was thinking of maybe changing the 8-way function to being something that you can do when you lock-on to a target.
Simply lock-on to a target, and then hold down the button used to activate your skates, and the rest of the controls are pretty much identical to my previous post.
Of course, using this method of the 8-way skate would require you to keep holding down the lock-on button.
As for another topic, what would you like to switch to?
Honestly, there aren't many people on right now, so maybe that's contributing to a lack of input from others...
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Traingham
Cannam
Oooh. What's this?
Posts: 320
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Post by Traingham on Oct 2, 2010 23:50:20 GMT -5
Now that I really think about it, hover boots would be a far more probable appearance than a jet pack if we're talking about legends. The game practically begs for a hover boot upgrade considering that they've done just about everything else with Trigger's boots. (Electric resistance, springs and etc.)
It could work the same way they did in the X series, that being the temporary hover and drop. It could help for covering long distances, which is the most common obstacle in platforming. (Long distance jumps.)
Hmm...I wonder if they'll let Trigger swim this time.
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Post by General Specific on Oct 2, 2010 23:52:02 GMT -5
Don't we have a D-Pad and an analog pad, which could be used for the camera as opposed to the D-Pad? --IDK why you'd be using the D-Pad to control the camera myself, considering you have shoulder buttons to map to. They can operate the camera, while D-Pad moves. You could also adjust how fast the camera moves, so you can get it just right--not a big deal to me.
I was thinking talking about dungeons next, but items and special weapons seem to be another candidate. As for Hover Boots--yep, I thought the same. Swimming would help significantly in expanding what the designer could do with levels...wait a minute!
We'll talk about swimming now!
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Post by HalcyonDays on Oct 2, 2010 23:53:57 GMT -5
@nozumo-sensei- Hoverboots, Jetpacks, they both provide pretty much the same function if you're talking about the hoverboot design in the X series.
That said, I just want the function to be there then, whether in the form of hoverboots or jetpacks, they can honestly both function in exactly the same way.
As for Trigger swimming, I don't think that'll fly with most people.
@general Specific- I don't know if you've noticed this, but whenever you're skating, you can obviously change the camera direction with the shoulder buttons.
However, you can change the camera direction at an even faster pace by using shoulder buttons AND holding a diagonal downwards left or right on the D-Pad.
It really helps when you're turning a tight corner. That's why I suggested that the 8-way Jetskate be used whenever you lock-on to something, after all the main reason to have that function is whenever you're fighting something.
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