As Neuro kindly pointed out, we still don't even know how the rpg elements will be integrated. I had assumed an experience system for your health, defensive bonuses, damage, speed, etc. plus some kind of basic inventory system but maybe you guys have other ideas?
Vegeta? What does your mother say about my power level?
I have some ideas I drew up diagrams for. Actually, it's more a pick and choose thing. Pick any one or more ideas. They don't really have to be in, as if all of them were in the game, then it'd be more an RPG than we planned.
clever way of demonstration. For #1, I was thinking points/C, but make "points" awarded for various actions like a successful block, special combo or the way in which you break open a crate (go ground pound!).
For #2, Maybe just a weapon for equipment and an inventory for potions and stuff. Steam grenades, anyone?
#3 I know I've never liked it when my inventory is limited like that and it's completely out of place in a game like ours that's seeming to forgo any sense of realism.
#4 Well, at least my thing already has built in side quests. This doesn't have to do too much with rpg elements though.
#5 is completely illegible.
#6 Now this is an idea and the biggest programming time user we've managed to come up with so far. Personally, I love the concept. Remember the "points" thing? We get two pools, one for stats and one for abilities. Oh and one more thing- Why levels? I say make em spend the points right out of the gate; no use having to "level up" before we spend those precious points. Instead, we'll use a star rating. The point pool will be joint for all the characters and the character's rating can depend on the amount that's been spent on them compared to all the others. In fact, the rating can affect the time it takes to switch that character into battle.
Vegeta? What does your mother say about my power level?