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General Forums Mega Man® ZX Biometal Mechanics for the future
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Biometal Mechanics for the future
3 months ago  ::  Sep 06, 2009 - 10:31PM #1
sanjiv
Posts: 114

[[Intro]


Megaman relies more on action and STYLE, which is what sets it apart from its Castlevania-Metroid siblings, which rely more on exploration and collection.  Customization, too, is an important part of the ZX series; one can chose whether to best the mettaur with a blast, slash, crash, or invisi-dash (hey, I can rhyme!). In the ZX series, that all boils down to biometals.


The purpose of this post is to discuss different biometal mechanics for future games, to inspire Capcom and express enthusiasm for the Megaman series (and maybe up the chances of sequel?)


Let's keep individual ideas in individual posts, to make it easier for eachother to read and navigate


[[Custom Biometal Combinations]

Previews for the first ZX suggested that we'd be able to combine biometal fragments as we wished, and create custom abilities rather than limit ourselves to pre-sets.  Imagine combining model H's air dashes with Model P's ceiling claw, wouldn't that be convenient?  Or Imagine being able to chose which charge attack you want for your model H: vertical tornadoes (ZXA grey), Horizontal Tornadoes (ZXA Ash), or a column storm (ZX).   Players could customize a biometal to suite their playing style, and there are a variety of ways this idea could be implemented.



[[Biometal Evolution]

What if, after being reclaimed or rescued, each biometal would slowly regain their memory and freedom?  This could serve as a plot device, but also allow biometals to 'level up,' like the weapons in Megaman Zero.  As players used a particular biometal to destroy enemies, the biometal would level up and players would have access to different skills and charge abilities.  Perhaps this would influence the personality of the biometal, which wouldn't affect the story, but would affect the narrative to better reflect the player's taste and personality (There's a megaman for everyone!)




In ZX, I found that stages wee VERY different when I limited myself to a specific biometal, and this really enhanced my replay value.  The biometal evolution mechanic would encourage players to experiment with biometals which they might otherwise have ignored, and I think they'd be pleasantly surprised.  What if players unlocked additional abilities if they used Model H in the water, or Model L on land?  This mechanic could incentivise players to play out stupid but fun challenges.



[[Auto-transformations]




-lose the uniqueness of each biometal, which is negative




-streamline gameplay, which is a positive




-define Model X+Guardians as a character




I think it's cool to switch between modes in the middle of combat.  What if biometals could be set to switch out automatically?  For example, activating model H when you dash in the air, model P to cling to ceilings, model L to dash in the water, model F to do ground pounds?  This configuration would eliminate the need to manually switch between models, and free up that extra button to do perform special attacks with the click of a button, rather than having to charge up.  Who would have made more use of model P's hira-shuriken or model F's melee attack if you could access it with a single button?...I think that'd make the game more fun, and prevent hand cramps.




This configuration would preserve the sense of transforming between 4 different cooperating biometals, which is an important part of who the ZX era megaman is.  Assuming a long line of sequels, how many times will our protagonist have to collect the different biometals before he/she legitimately is defined by them?  It is my opinion that Megaman X is defined as having (1) upgraded armor, (2) a charge shot and (3) control over different elements, as mirrored by the presentation of Copy X in the Zero series. likewise, I think the ZX megaman will be defined as having dominion over the 4 guardian biometals (although not over Model Z.  More on that later)




This mechanic would also remove some of the more useless attacks, like the stupid LX ice blocks which were only useful to get a secret disk or two.  In the water, model L would probably transform into model X to perform a charged shot, and then change back if the dash button was pressed again.



[[Assigning Buttons]




The previous post toyed with the idea of accessing charged shots with the touch of a button.  Would that be so bad as long as there was recharge guage to prevent over kill? The guage for the different charge weapons could be shown on the screen which was not being used, so that the gameplay screen doesn't look too crowded.




Let's say you could assign an attack to three different buttons (ignoring the idea of streetfighter type button combinations for now), and let's say you can assign the buttons with either a normal attack, or a charge attack.  If you held down a normal attack button, you could slowly charge the attack as you would in most other Megaman games.  If you held down a charge attack button, however, you'd fire a charge shot, but instead of the charge guage filling again, you'd rapid fire the normal version of the attack (the charge guage would begin to fill once you released that button).




This set up could work well with the Auto-transformation idea, since there'd be an extra button available, but It'd also work well in any system where the player get's to chose from a variety of attacks.



[[Pre-Megamerged forms]




Having played ZXA first, I was very dissatisfied that Vent and Aile could not fight at all.  Their human modes were not compelling story telling devices for me (since the city design was so bland), and there weren't many opportunities to make strategic use of the fact that they wouldn't be attacked (in the 'inner').




ZXA did the job better, since it was occasionally useful to float to the top of a sea, or be able to crouch and then shoot (model P should be able crouch, dang it.  Isn't he a ninja?).  Perhaps the human modes would be even more compelling if they could be upgraded somewhat.  For example, what if Hu or Re forms could purchase scuba diving gear, which they could use to explore through itty-bitty caves?  Or what if they could hand glide (or ninja-glide!)?  Of course, this wouldn't be part of the core game play, but could be side quests which players can embark on if they like.  Think about the messenger side quests in ZX, but better.




The Battle Network ad Starforce series also include civilian moments to let players connect with their world, and yes, many players would rather do without the fluff and concentrate on the action.  Still, I don't think Capcom will change their ways.




I'd be satisfied if the Hu or Re forms had access to segways or motorbikes, so that I could save time when collecting my candy and loaf of bread between every mission.





Moderated by TwiGGy on Sep 07, 2009 - 12:06AM
3 months ago  ::  Sep 07, 2009 - 12:08AM #2
TwiGGy
Posts: 2799

Whoa, I know you're new, but I'm going to have to give you a warning.


Posting consecutively is against the rules. Please use the edit button to add to your post. (Looks like a little notepad)


Currently Playing: King of Fighters XII, Street Fighter IV, Super Street Fighter II Turbo HD Remix, Resident Evil 5

Coming Soon: Tatsunoko vs. Capcom, Super Street Fighter IV, Dead Rising 2, Lost Planet 2, Bayonetta, Dark Void, Monster Hunter Tri
3 months ago  ::  Sep 09, 2009 - 9:21PM #3
ZeroVirus
Posts: 133

WoW dats alot! Ya know, i think your onto somethin!!!

3 months ago  ::  Sep 10, 2009 - 10:12PM #4
sanjiv
Posts: 114

thanks.  The thing I want to know is, does this stuff suit any of your playing styles?  A game mechanic is a game mechanic, but will it fly with the ZX audience?

3 months ago  ::  Sep 13, 2009 - 12:56AM #5
Jay
Posts: 25

I agree with you on A-Trans.  I hated how you just transformed into the bosses instead of the armor changing (thats one thing I LOVE about Mega Man)


But one thing I did like about A-Trans was that you had access to more abilities.  So if they game us more abilities, but keep it so just our armor changes i'll be cool with that

3 months ago  ::  Sep 14, 2009 - 4:32PM #6
sanjiv
Posts: 114

Yeah, after beating Rospark with Grey I thought to myself:  Why can't this bulb move!?  A hybrid A-Trans would be so much cooler, where Grey's power cables turn into Rospark's whips, and his color scheme changes to reflect his new powers.  You'd have access to Rospark's vine whip without sacrificing mobility, and maybe even use his thorns like the Model P kunais.  Seriously, imagine a  green, mutated model A with Rospark's vines sticking out the back, and perhaps some extra thorns and petals.  This would be keeping with the classic Megaman concept--copying an enemy's weapon after defeating them--and it'd also provide the visual satisfaction of new biometal.


 


Edit: Snap.  The purpose of this thread was to speculate on how game mechanics might change in future ZX games, and apparently that's the worst thing I could do If I actually cared about future ZX games.


hey moderators! why didn't you tell me I was being a doosh? Needless to say, I'll abandon this thread.

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