Metroid RPG

Metroid RPG:

Overworld: Just like any overworld from any 2D RPG. Four directions of movement, with jumping and puzzles

Battle System: Turn based battles triggered by touching an enemy

Attacks:
(* indicates separate ammo system)
Arm Cannon:
Power Beam- Weakest weapon, can be upgraded with faster rate of fire (2-4 shots per use)

Charge Beam- Takes one turn to charge, greater damage and minor splash damage (Charged attack increase chance of weapon effects)
Missile*- Low damage but large damage area
Super Missile*- High damage and very large damage area
Spazer- Medium damage, 3 hits at once
Ice Beam- Low damage but possibility of freezing enemy
Wave Beam- Medium damage, possibility of stunning enemy
Plasma Beam- High damage, possibility of lasting fire damage
Phazon Beam- Great damage and high rate of fire (5-8 shots per use)
(Phazon Beam drains health to use and is un-usable at 1 health)
Morph Ball Mode:
(Morph Ball increases defense)
Bombs- Low damage but large damage area
Power Bombs*- High damage to all enemies
Boost Ball- High damge and possibility of stunning enemy
Spring Ball- Possibility of dodging next attack
Misc:
Speed Booster- High damage and possibility of stunning enemy
Shinespark- High damge to above-ground enemies and possibility of stunning enemy
Charge Combos*:
(Activated by charging missile for one turn, then choosing beam)
(Takes five missiles)
Cluster Missile- High damage and very large damage area
Ice Spreader- Low damage, 100% chance of freezing all enemies
Wave Buster- High damage and rate of fire (4-6 hits per use), 100% chance of stunning enemy
Flamethrower- High damage and rate of fire (4-6 hits per use), 100% chance of lasting fire damge

(Screw Attack, Jump, Space Jump, Morph Ball can be used in Overworld)
(Can not attack in Overworld)

Other Battle Systems:
Items:
Reserve Tank- Restores one Energy Tank
Small Health Orb- Restores 5 health
Medium Health Orb- Restores 20 health
Large Health Orb- Restores 50 health
(Orbs are stored if health is full)
Missile Pack- Restores 5 missiles
Large Missile Pack- Restores 10 missiles
Hologram- Creates a fake Samus which distracts enemies for 3 turns
Tranquilizer- Puts enemy to sleep for 3 turns
Functions:
Block- Doubles defense for one turn
Run- Escapes battle
Switch- Switches turn order for party
Surrender- Only works against intelligent life forms, acts as a death

Enemies:
Zoomer - Health: 5 Attack: 1 Defense: 1 Agility: 1
Waver (Flying) - Health: 10 Attack: 2 Defense: 1 Agility: 2
Skree (Ceiling) - Health: 5 Attack: 2 Defense: 1 Agility: 3
Ripper (Flying) - Health: 1 Attack: 2 Defense: 10 Agility: 2
Rocket Ripper (Flying) - Health: 1 Attack: 3 Defense: 12 Agility: 5
Mellow Swarm (Flying) - Health: 5 Attack: 3 Defense: 1 Agility: 3
Kago - Health: 10 Attack: 0 Defense: 2 Agility: 0 (Unit: Bug: Attack: 1)
Rio (Flying) - Health: 10 Attack: 3 Defense: 1 Agility: 3
Sidehopper - Health: 8 Attack: 3 Defense: 2 Agility: 2
Metaree (Ceiling) - Health: 10 Attack: 4 Defense: 5 Agility: 4
Zeela - Health: 6 Attack: 1 Defense: 1 Agility: 1
Zero - Health: 8 Attack: 2 Defense: 2 Agility: 1
Cacatac - Health: 5 Attack: 3 Defense: 1 Agility: 2
Nova (Fire) - Health: 4 Attack: 2 Defense: 1 Agility: 2
Viola (Flying/Fire) - Health: 2 Attack: 2 Defense: 1 Agility: 4
Geruta (Ceiling) - Health: 12 Attack: 3 Defense: 3 Agility: 3
Dragon (Liquid/Fire) - Health: 12 Attack: 4 Defense: 2 Agility: 1
Alcoon (Fire) - Health: 15 Attack: 4 Defense: 2 Agility: 3
Squeept - Health: 10 Attack: 5 Defense: 3 Agility: 5
Nahime (Wall) - Health: 25 Attack: 4 Defense: 4 Agility: 1
Beetom - Health: 8 Attack: 4 Defense: 1 Agility: 5
Magdolite (Fire) - Health: 16 Attack: 6 Defense: 2 Agility: 1
Dessgeega - Health: 18 Attack: 5 Defense: 3 Agility: 6
Holtz (Flying) - Health: 14 Attack: 3 Defense: 4 Agility: 5
Scisor - Health: 12 Attack: 6 Defense: 4 Agility: 4
Skutera (Liquid) - Health: 16 Attack: 5 Defense: 3 Agility: 6
Owch - Health: 4 Attack: 2 Defense: 3 Agility: 4
Boyob - Health: 10 Attack: 6 Defense: 3 Agility: 3
Puyo - Health: 15 Attack: 5 Defense: 4 Agility: 4
Yard - Health: 6 Attack: 3 Defense: 5 Agility: 3
Choot - Health: 16 Attack: 4 Defense: 3 Agility: 1
Powamp - Health: 5 Attack: 4 Defense: 15 Agility: 0
Evir - Health: 26 Attack: 8 Defense: 5 Agility: 2 (Unit: Ball: Attack: 2)
Oum - Health: 22 Attack: 10 Defense: 6 Agility: 4
Bull (Flying) - Health: 18 Attack: 6 Defense: 4 Agility: 3
Maw - Health: 18 Attack: 8 Defense: 3 Agility: 1
Dooreye (Wall)- Health: 20 Attack: 8 Defense: 8 Agility: 0
Zeb (Flying) - Health: 4 Attack: 2 Defense: 1 Agility: 6
Gamet (Flying) - Health: 4 Attack: 2 Defense: 1 Agility: 6
Zebbo (Flying) - Health: 4 Attack: 2 Defense: 1 Agility: 6
Geega (Flying) - Health: 4 Attack: 2 Defense: 1 Agility: 6
Zoa (Flying) - Health: 4 Attack: 2 Defense: 1 Agility: 6
Mochtroid (Flying) - Health: 20 Attack: 6 Defense: 4 Agility: 8
Metroid (Flying) - Health: 28 Attack: 12 Defense: 8 Agility: 10

Minibosses:
Giant Sidehopper - Health: 64 Attack: 12 Defense: 8 Agility: 8
Giant Dessgeega - Health: 80 Attack: 16 Defense: 10 Agility: 10
Spore Spawn - Health: 100 Attack: 14 Defense: 15 Agility: 3
Torizo - Health: 70 Attack: 18 Defense: 12 Agility: 8
Giant Metroid - Health: 128 Attack: 20 Defense: 16 Agility: 12

Bosses:
Kraid - Health: 200 Attack: 25 Defense: 10 Agility: 4
Ridley - Health: 250 Attack: 30 Defense: 15 Agility: 16
Crocomire - Health: 200 Attack: 20 Defense: 14 Agility: 6
Phantoon - Health: 200 Attack: 20 Defense: 12 Agility: 10
Mother Brain - Health: 350 Attack: 40 Defense: 20 Agility: 0
Real Mother Brain ? Health: 400 Attack: 50 Defense: 25 Agility: 5

Stats:

Health: Amount of damage that can be taken
Attack: Physical power
Defense: Reduces damage
Agility: Decides who attacks first and give a possibilty of dodging attacks

It’s an Idea, I’ll give you that. But I’m not sure if Metroid is meant to be an rpg. I love metroid, and I love RPG’s, So I’d gladly play that. cant think of what your missing, but hey. i’ll think of something.

why turn based? something like the LBS from the handheld Tales games seems like it might be more appropriate

active turn based is better
less turn based and more attack once the bar is filled
no bar pause while your selecting attack and all that
of course a delay needs to be put after thier bar is filled, too

I know some people who won’t play Prime simply because it’s an FPS.

And CMC, bar?

have you played Final Fantasy?

No.

well…
hmmm
what other games do that, anyone know?

theres like a progress bar that take a certain amount of time tio fill up and once its full you can attack
higher speed means it fills faster
same for the enemy, but you cant see thiers

or Phlake could just play any of the final fantasys IV+>_>

true <_<

Don’t own any of the Final Fantasys IV+.

Don’t own any of them, but I get the idea of the “bar” thing.

IMO my idea is better. >_>
<_<

Then again, I’m biased.

zurg if they’re done right they will both be great
(and for the record i still think that something akin to the EFM-LBS would be a better choice >_>)

Metroid + RPG = no
However, make it anyway, I want to see how it turns out. Sounds fun :slight_smile:

For now it’s still and idea. Development won’t start util there’s a dedicated team, no matter how long that takes. But maybe a few mockups are in order…

Agreed. How bout usin the FE style Samuses on MFM

i agree

Not sure what the untitled one will be.

She could do that before a critical hit?

Yeah, that could work.

I’m also thinking Ship Missiles would be a nice special attack which would go with that.

Scan Visor could show the enemies stats.

Also the whole sheet will soon be flipped. Working on Metroids at the moment.

Edit:
NOOOOOOOOOOOOOOOOO!!!

I want Samus to face the other way but the arm cannon would be on the wrong side.