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Found 20 Threads, 467 Posts 487 Results Total
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 21st, 2016 at 10:09pm #1
I backed this game quite a while back...it sure has taken its time, but the game was released today, so I'm actually playing this game atm. I know it's not the most incredible thing that Keiji Inafune has done since leaving Capcom, but someone like me doesn't get absorbed in the hype and waits to try the game himself. It's fun so far, and I'll be continuing to play it. So, anyone got some first impressions with the game?
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 26th, 2016 at 6:31pm #2
Trying something a bit different from the normal RPG type stuff. The three Doctors you know very well are looking to expand their effort in making the Prototype a safer haven against invaders. They have begun building additional labs in order to develop experimental robots and maintain peace in the various areas. In this RPG, you and your friends will be defending your Doctor's new labs from intruders. The intruders' goal is to reach the Mother Computer and destroy it to shut down the lab, endangering the nearby robots and upsetting the efforts of the Doctors to expand their research.

The battles take place in a maze-like area (a map of the current "turn" will be shown on each post), and you must carefully decide what enemies to take on or what other actions to do (more on those to come as labs are successfully defended). Each robot in the field can move a certain number of spaces per turn, and when two robots meet in the same square, something will happen.

If the robots are on opposite teams, a battle will take place. Each "turn", both robots will attack each other once. The battle is over when one robot is disabled, and the "spoils", so to speak, will go to the survivor. If a player is disabled, that player is out for the rest of the defense, but will be repaired and ready to go for next mission. If an enemy is disabled, that player gains experience and may level up at the end of the mission.

If allies meet on the same square, they may exchange items, team up, or do both. Consider every now and then exchanging items since any items a player is holding onto are lost if that player is disabled (though disabling the robot that took the items will get them back). It could also be, for example, someone is low on health, but does not have any healing items, so the player may seek help from other players, who can only give items to them once they meet. The enemies can also exchange items, so view the battle log carefully!

Allies can also team up, acting as one unit. Teams are much more a threat to the enemy, since they both can attack in the same turn in battle. A side effect to this, though, is that the team is forced to move as fast as the slowest member in the "party", so teaming up might be left as a last resort...or done early on to avoid a drawn out battle. That's your team's call to make.

Wipe out the enemy party quickly before any robots get to the Mother Computer! The computer can take some damage, but it cannot heal itself and it cannot fight back. If the computer's health hits 0, the lab is finished and any items or experience gained in the mission is lost.

There may be more added to the game later, but for now, this is all you need to know. As far as the missions themselves go, obviously there will be some restrictions placed on you since the labs are still being developed, but that just adds to the strategy the team as a whole has to make. The guidelines for each mission include:

-Number of holdable items for each player
-Number of NPC Allies (and who you get, as well as their stats and abilities)
-How many robots per player can join (expect most early defenses to be 1 per player)
-Number of enemy waves (and a rough estimate of how many robots in each wave, as well as each robots' stats)
-Any notable gimmicks (what you may need to watch out for)
-Reward for Lab Survival (different depending on the doctor)


Now, for characters. Just your name and elements (I'll accept Dual Cores, list your primary element first) will do, as well as your starting stats. You have 20 stat points to spend on your overall stats. They are LE, WE, ATK, DEF, and SPD. The damage formula will follow the basic Player ATK - Enemy DEF = Total Damage, and everything else is self-explanatory except for SPD: highest SPD starts first in battle, as usual, but the formula (SPD/2) is also how many spaces you can move per turn, so a Speed of 4 is good enough for a movement of 2 spaces per turn. You will get 2 stat points per level up, and there is no level limit. You will also get the abilities Buster Shot (base damage is your ATK), plus an elemental Buster Shot of your primary element (base damage is your ATK, affected by weaknesses and resistances). You will get more abilities as time goes on, and I'll let you know how that'll work when the time comes.


I think that'll do for now, let me know if you have any questions or suggestions. I'll wait for a few signups, then I'll get you guys going on Mission 1 with Dr. Light.

EDIT: Because of the number of players this game has attracted, I will only allow one robot per player. If you wish to change your robot at any time prior to leveling up/in battle, let me know. Once you have finished a mission, you will be stuck with the robot you have chosen.


Current Mission Map:

Mission 1: Turn 7

Waves Completed: 1 out of 2

A big thanks to MegaBoyX7 for making for me the original image, which I then will edit from here on out to show the current mission progress.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on March 22nd, 2016 at 4:27pm #3
gemini-man_alt ...So yeah, I think I will go ahead with this idea since there is some interest. This game will be done in the style of Jeopardy, but since there will likely be more than three people playing at once, in terms of how people will ask the questions will work a tad differently so that many people can participate. So, here are the rules to ensure a good time for everyone, including myself. ring-ring

1. Remember the theme...your response to me must be in the form "What is -such and such-" or "Who is -such and such-". If it is not in the correct format, I will not reward points even if you did have the right match to my answer. When an answer is revealed, I will allow one minute for everyone to type their answers. This does not give you any time to research, so you MUST already be typing your response after you read the answer.

2. Correct responses will reward the full amount of points, even if you are not the first to correctly respond. However, the person that gave me the correct response first gets to choose the next answer, so speed is necessary if you want to pick the next category.

3. If you give me an incorrect response, or forgot to carefully word your response, you will lose points. I will only take your first response, but the only exception I will allow is if your changed response is only because you forgot to do it in the form of a question. "My answer is -such and such-" was only from Mikey's quiz and will cost you this time, even if the actual response is correct. So it is possible to have negative points, so be careful!

4. If you choose not to ask the question (as in not respond within the minute), your point total will remain the same, though you will be hard-pressed to catch up with the people that got the question right. There is ONE exception to this, though, and it will be covered by the next rule.

5. Just like in the show, there will be Daily Doubles: one in Round 1 and two in Round 2. ONLY the person that selected the answer can respond to this answer. The person will be given the option of how much they can bet, and after they choose the amount they bet, they will then be given the answer. If they can give me the correct question in the correct format, they will have their bet added to their total. If an incorrect or no response is given in the next minute after the answer is revealed, then the person has their bet deducted from their total.

6. Each round will last about 30 minutes, and Final Jeopardy will last about 3 minutes. In Final Jeopardy, players may bet up to all of their points for the last answer of the day. If the correct response is given, then that total will be added to make their final score, and deducted from their score if they were wrong. If any player has negative points going into Final Jeopardy, they cannot participate.


That is all for rules, so what possible themes can you expect, you ask? The categories themselves will be revealed as the round starts, but you can expect questions from the Classic/World, X, and Battle Network series. There will also be General-themed answers, in which the answer can be from any game in any series, but there might be a Legends one or two thrown in every now and then. All of my answers, though, will be sticking to the series most of the community has experience in. This will be strictly limited to content you can find in the games themselves. Finally, I do not have any prizes planned for the winner, so I guess we can just say the winner has the bragging rights about their knowledge of the franchise.

I think that about covers what I need to mention, so feel free to ask any questions about the rules or content. I have not decided on a date that this will occur, but it will be Sunday at 6 PM EST much like the time Mikey did his quiz. I will be in the chat prior to the noted time, so any last-minute questions can be asked there. So this means that the upcoming Sunday, March 27, will NOT be the day for my game. Otherwise, I will post again when I am ready to do the game. That's all for now, so I hope you guys will have a good time with my game! ring-ring-3


Final Standings

MegaBossMan - 35600
Meta - 15400
MegaBoyX7 - 12399
StupidStudiosN - 9000
ThatGuyNamedMikey - 5199
ThatOneEnderMan - 0

Congratulations MegaBossMan!
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on November 22nd, 2015 at 7:17pm #4
This is some general information about the game, but I will summarize the rules: Mafia Game Rules

Basically, there are teams of players (usually two teams), that are fighting each other. The Mafia wants control of the town, while the Townies resist the Mafia and want to keep the town as is. Neutral characters are passersby in the town and just strive to survive, helping either team as they see fit. There are two phases to the game, the Day and Night phase. The Day phase, anyone can discuss who might be Mafia and who might be a Townie, and try to get a majority vote on who might be Mafia, thus disabling them. The Mafia can also vote during this phase, and they will try to instead disable a Townie. At Night, the Mafia all gather to vote on a Townie to disable. The objective is either that the Mafia team is completely under control, or the Mafia is able to overtake the town due to the Townies either numbering that of the Mafia or are fewer in number compared to the Mafia. There will also be roles for each player, as well as a Moderator to oversee the entire game. The Moderator is the only participant in this game that does not have a role, but instead controls the game itself.

Now, this can get pretty complicated, so I have a list of DO's and DON'T's when playing this game, in order to highlight the most important tips for you:


DO:

-Be respectful to other players. Don't pick out a player during the Day phase because you don't like them, but if you think they might be Mafia, that is perfectly ok.

-Encourage discussion to take place during the Day phase. The more you know, the better you'll do in the game.

-PM the Moderator if you have any questions regarding the game. He/She may not tell you about other players, though.

-PM the Moderator if you would like to use one of your special abilities, and on who if a target is involved. Don't announce it in the thread, though, or you'll give away your best element of surprise! If you're given a role with more than one special ability, you may decide how many you want to use...you could use all of them if you wish!

-Try to get a Townie disabled instead if you are a member of the Mafia. Try to make it hard for people to tell if you are lying or telling the truth. If you are Neutral instead, it's your call who you want to vote, Townie or Mafia.

-Communicate with other Mafia members regarding the game progress if you are a Mafia member yourself. Be aware that Mafia members sacrificing one of their own is sometimes used!

-PM the Moderator during the Night phase, after talking with fellow Mafia members, the name of the player to disable. Townies and Neutral cannot talk with the Moderator during this time except if they want to use a special ability.

-Abstain, or pass, if you do not want to vote during the Day phase. You can, however, still choose to use a special ability by PMing the Moderator, as that is an entirely different action.


DON'T:

-Try to communicate with other players unless you're talking Mafia to Mafia. Do not tell anyone your role or get anyone to tell you about their roles. That ruins the surprise of the game.

-PM the Moderator asking for another role. The role you get is what you're stuck with until the end. If the Moderator deems it necessary for you to get another role, THEN you'll get another.

-PM the Moderator asking him/her to end the current phase. The Moderator controls how long each phase lasts, but generally the Day phase lasts longer than Night due to voting.

-Attempt to continue playing the game even if you are disabled. Unlike Hurt and Heal, once you've been disabled, you are done. You may continue to guess on your own who is who, but no communication with others.

-Attempt to play the game if you did not sign up. Unlike other games, this one has a limited time period before no more players will be accepted.


Think that covers everything, so if you're interested in joining a game, and said game has not started yet, feel free to post below saying you want to join. After sign-ups are closed, you will be PMed your role, and prepare for Day 1.


Current Mafia Game: Game 2 [???] (Moderator is MegaBossMan)


Mafia 2 Roster:

-TailsMK4 (Townie)
-ThatOneEnderMan (Townie)
-Meta (Townie)
-Brimstone (Townie, Deactivated)
-StupidStudiosN (Mafia, Deactivated)
-TheDoc (Mafia, Deactivated)


Mafia History:

Game 1 [MMRPG Prototype] winner: Mafia (Condition: Mafia count equaled Townie count) [Moderator was TailsMK4]


Mafia 1 Roster:

-Meta (Townie) - Roll - Disabled on Night 1
-MegaBossMan (Townie) - Cut Man - Disabled on Day 2
-Brimstone (Mafia) - Enker - Won on Day 4
-StupidStudiosN (Townie) - Guts Man - Disabled on Day 4
-TheDoc (Townie) - Fire Man - Disabled on Night 3
-ThatOneEnderMan (Townie) - Elec Man - Disabled on Day 3
-Kirbologist (Super Mafia) - Trill - Won on Day 4
-Retro Pikachu (Super Townie) - Mega Man - Disabled on Day 4
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on November 15th, 2015 at 8:04pm #5
Going to try something different, so this will be a Hurt and Heal forum game that involves numerous users of the Prototype. I picked people that were pretty active or were otherwise well-known, so if you weren't picked...sorry, maybe next time. This really should in no way reflect any negative opinions towards any user in general, so the first person knocked out necessarily isn't the least-liked user on the website (or it SHOULD NOT at least...), and the person that wins isn't necessarily the most-liked user...on paper. Who knows what will happen? ...Just try not to draw any opinions because the first game on here happens to be based on Prototype users. So anyway, here are the rules to the game:


1. Each user has 10 HP, with a max HP of 20 (to prevent health stacking). If a user reaches 0 HP, they are disabled (to return in another game later on, perhaps).

2. You may "hurt" a user by taking away 1 HP from that user and giving it to another user (thus "healing" that particular user). This can only be done once per post. For example, say I decide to hurt a user that has 10 HP and give that point to a user with 7 HP left: the first user has 9 HP left and the second user has 8 HP left.

3. Once you post, you must wait until someone else hurts and heals a user before you can post again. No double posts, please.

4. You cannot hurt or heal yourself. That would be quite biased, would it?

5. Lastly, you may not hurt and heal the same combo of members on posts by you in a row. If you select someone to hurt and someone else to heal, you cannot select those two people again for the same effect (if you want to hurt the person you healed and vice versa, though...that's fair game). This rule is void once there are AT MOST three people remaining. [Suggested by Mikey...I did think of this, but forgot it while thinking about a certain scenario...]


I think that'll do it, so let the game begin!


Game 1: Prototype Members (last updated 12/19 12:07 PM CST, updates made after my last post)

Note 1: Even if you are personally not among the people listed, you may still participate in the hurt and heal activity...just that you won't be able to intentionally break rule 4, so that's one good thing, right?

Note 2: -2 Bombs are gone for good until next game...maybe. ring-ring


Fighting Final 7!:
11: Rhythm_BCA
10: Shadownnico
08: Meta
06: TailsMK4
06: MusicalKitty
06: ThatGuyNamedMikey
05: ThatOneEnderMan

Is too tired to continue fighting:
#8: MegaBoyX7 (disabled by MusicalKitty)
#9: Bt/Beta Man (disabled by ThatOneEnderMan)
#10: StupidStudiosN (disabled by Bt/Beta Man)
#11: DaCrashBomber (disabled by Meta)
#12: Spinstrike (disabled by MegaBossMan)
#13: Crystal Miner (disabled by MusicalKitty)
#14: Tobyjoey (disabled by Meta)
#15: ZeroDXZ (disabled by TailsMK4)
#16: Retro Pikachu (disabled by StupidStudiosJ)
#17: uraccountcrashed (disabled by StupidStudiosJ)
#18: AlphaShurikenGSXR (disabled by StupidStudiosJ)
#19: TheDoc (disabled by StupidStudiosJ)
#20: FemaleForte (disabled by Bt/Beta Man)
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 20th, 2015 at 1:47am #6
Let's try this again, shall we? This is an RPG with many of the elements encountered in MMRPG Prototype. Teams will be formed (and thus different stories ongoing all at once), to research the effects of Starforce on the denizens of the Prototype. Some beings only wish for the very best for everyone, some seek to use the power of Starforce to conquer the Prototype and make it their own, while yet others keep their motives a secret. As the adventure unfolds, characters along the way will reveal their true intentions, and it becomes clearer whose side everyone is on. This is also a Choose Your Own Adventure. While you will be working with others to progress in the stories, ultimately you decide your own actions, so your decisions could have a big impact on the story! Do you wish to save the Prototype, conquer it, or do you just simply want all the Starforce for yourself? Whatever your intentions are, let it be heard through your actions!

The gameplay of this RPG is a simplified version of the battles in the Prototype. Your characters grow in strength as you battle more. Instead of the typical experience system, robots will automatically gain levels, and get points added to their stats, after winning battles based on said robot's performance. There will be no criticals to deal with, but the presence of Starforce and Field Modifiers will affect how well you perform. The battles themselves may have some twists to them, but you will know what the gimmicks are to the battle prior to the first turn. This will include my own interpretations of the future additions to the actual Prototype, like Dark elements and Bosses.

You will also interact with the various npcs in the game, and some may join you in battle (though these will be controlled by the game)! Of course, you won't be alone...other players can be in the same battle as you. Instead of having one active robot per side...everyone performs on their own! Items can, of course, be used once prior to an action, and these items can be used on allies as well! You may also get the ability later to hold an item for yourself...but more on that when the feature becomes available! Cooperate and destroy the teams opposing you...even with the possibility of said team having other players in it!

So, how to join? Just simply register any characters you want to use. You can register more than one character if you so desire, though do keep in mind there can only be teams of up to eight characters per story! You just cannot register the following characters since they may be involved with the story in some way (or just in general boss characters are not selectable):

Mega Man
Bass
Proto Man
Roll
Disco
Rhythm
Trill
Slur
Enker
Punk
Ballade
Quint
*any boss characters*

You CAN, however, choose to bring your own "original" character into this (I am bringing mine in, though as an npc). If you do that, I'll need the following information:


Name:
Type: [Only single cores allowed]

Elements (no more than 5 total)
Weaknesses:
Resistances:
Affinities:
Immunities:

Stats (Distribute how you like, just no more than 400 total points)
Energy:
Attack:
Defense:
Speed:


That is all you need to get started. As far as abilities, all robots start with the Buster Shot ability, but will gain more abilities quickly during the first story and also throughout the game. You may carry a total of 8 abilities into battle at once (you can set up your abilities prior to a battle or at any time during scenarios). As you progress through the stories, you will get your Tier 1 through Tier 3 abilities (if you're using a custom character, you may create your own, but I will be making sure your ability isn't too weak or too powerful!).

Has the game already started and you're creating a new character? Not a problem! Just join any story with open slots...if you can survive the battles currently being done, you'll catch up quickly!

That's all for the intro! I'll start the prologue and set up the stories once people sign up. Let me know if you got any questions or need something cleared up. I tried to make this game a little simpler to understand this time.


Players

Name: Crash Man (DaCrashBomber)
Type: Explode
Weakness: Shield Wind
Resistances: Cutter Explode
Affinities: None
Immunities: None
Current Story: Chapter 1 Dr. Cossack

Level: 1
Energy: 100
Attack: 139
Defense: 67
Speed: 94

Abilities: Buster Shot, Explode Shot, Cossack Buster
Items: x2 Energy Pellet


Name: ZeroDXZ
Type: Flame
Weakness: Crystal
Resistances: Cutter Swift
Affinities: Shadow
Immunities: Flame
Current Story: Chapter 1 Dr. Wily

Level: 1
Energy: 100
Attack: 120
Defense: 95
Speed: 85

Abilities: Buster Shot, Flame Shot, Wily Buster
Items: x2 Energy Pellet


Name: Yamato Man (Tobyjoey)
Type: Cutter
Weakness: Earth Explode
Resistances: Flame Shadow
Affinities: None
Immunities: None
Current Story: Chapter 1 Dr. Light

Level: 3
Energy: 110
Attack: [134] (+1) {attack}
Defense: 122
Speed: 75

Abilities: Buster Shot, Cutter Shot, Light Buster
Items: x3 Energy Pellets, x1 Weapon Pellet


Name: Gravity Man (Tobyjoey)
Type: Electric
Weakness: Shadow Space
Resistances: Wind
Affinities: None
Immunities: None
Current Story: Chapter 1 Dr. Light

Level: 3
Energy: 110
Attack: [91] (+1) {attack}
Defense: 120
Speed: 120

Abilities: Buster Shot, Electric Shot, Light Buster
Items: x3 Energy Pellets, x1 Weapon Pellet


Name: MetaKirbSter
Type: Copy
Weakness: Electric Freeze
Resistances: Time
Affinities: Copy Water
Immunities: None
Current Story: Chapter 1 Dr. Wily

Level: 1
Energy: 100
Attack: 100
Defense: 99
Speed: 101

Abilities: Buster Shot, Copy Shot, Wily Buster
Items: x2 Energy Pellet


Name: Elec Sigma (Meta)
Type: Electric
Weakness: Cutter
Resistances: Earth
Affinities: Electric
Immunities: None
Current Story: Chapter 1 Dr. Wily

Level: 1
Energy: 100
Attack: 109
Defense: 90
Speed: 101

Abilities: Buster Shot, Electric Shot, Wily Buster
Items: x2 Energy Pellet


Name: Bt Man
Type: Shadow

Weaknesses: Time
Resistances: None
Affinities: Shadow
Immunities: None
Current Story: Chapter 1 Dr. Light

Level: 3
Energy: 110
Attack: 110
Defense: 110
Speed: 110

Abilities: Buster Shot, Shadow Shot, Light Buster
Items: x3 Energy Pellets, x1 Weapon Pellet


Name: Sargent Man (Bt Man)
Type: Missile

Weaknesses: Shield Swift
Resistances: Impact
Affinities: None
Immunities: Explode Missile
Current Story: Chapter 1 Dr. Light

Level: 3
Energy: 110
Attack: 110
Defense: 165
Speed: 55

Abilities: Buster Shot, Missile Shot, Light Buster
Items: x3 Energy Pellets, x1 Weapon Pellet


Name: Ninja Man (Bt Man)
Type: Swift

Weaknesses: Time
Resistances: Swift
Affinities: None
Immunities: None
Current Story: Chapter 1 Dr. Wily

Level: 1
Energy: 100
Attack: 100
Defense: 50
Speed: 150

Abilities: Buster Shot, Swift Shot, Wily Buster
Items: x2 Energy Pellet
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 6th, 2015 at 11:15am #7
gemini-man_alt ...This thread houses any ideas I come up with, plain and simple description. Because of the general theme of my ideas, though, they have been separated based on their themes. Aside from that, expect this post to get updated every now and then. New content since the last time I updated my ideas are in bold.

6/27: Tidying up the thread prior to an idea thought of by someone else that I am taking time to refine. That idea will be placed in its own section at a later time.


AI Ideas

...I used to have a somewhat lengthy discussion on difficulty modes, but since those are removed from the update, this is just a general idea list of AI tweaks that could be applied in general or under some special circumstances like a boss:

- = Normal AI
+ = Harder/Boss/Late Game AI?


The changes that shouldn't require much new code:

-Never switch out under any circumstance (or switch out less often).
-Ability List updated to not include abilities from other robots (like Metal Man not using Quick Boomerang, but allowed the moves he learns normally and also Neutral abilities that are global to all robots) [The Copy/Shadow/Neutral robots can be excluded from this].

+More likely to switch out as WE gets used up (much like how the AI is more likely to switch out the lower their LE gets).
+In later battles, give AI more Starforce on their side to work with (could even go so far as to include Laser and Shield Starforce for AI).


Changes that may be a bit more difficult to implement:

-More likely to use lower WE cost moves, including Buster Shot, even at full or near-zero LE.
-Lessen the effect of bench modifiers for the enemy team.

+Favor abilities that are super effective against the target, reverse if not very effective.
+Have them more likely use their held items as their LE gets low.
+Prevent them from using abilities that either do nothing to them or only harm them (like using Repair Mode at full LE).
+Favor higher WE abilities at the start, like perhaps Field Support to make their abilities much more effective. Higher WE moves should become less favorable as WE goes lower.
+Favor abilities that attack sooner as LE gets low.
+Favor abilities that reduce the target's stats (Hard Knuckle) or increases own stats (Thunder Beam).
+If Attack or Defense hits 0-1, give priority to increasing that stat instead of attacking.


The change that definitely will require some careful thought:

+Prevent them from using abilities that do nothing to their opponent or heal them (not using a Flame ability if their target is Fire Man, for example, opting instead either to use Buster Shot or switching to a better robot if that's not too hard/tedious to code). The only exception to this is if the AOE ability will work against some robots in the bench, but not the active target, in which the move should be allowed.


Other Ideas

-Change the value of Cores to be based on unlocked robots instead of Starforce (1,000 base price, or number of robots x2,000 if robot count of said element > 0)
-Allow players to see what overkill their robots sustained when they get dealt a blow that disables their robot.


Retired/Irrelevant Ideas (for ideas that are either already implemented or cut for some other reason like a removed feature)

-Higher chance of Dark Elements appearing in battle.
-Make dark elements appear less often.
-Favor Neutral abilities if Dark Elements are present in battle.
-More fields that have a negative effect on Time. Only one field at this time does it, that being Sky Ridge.


...That's all for now. ring-ring
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #8
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #9
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on August 31st, 2014 at 11:07pm #10
Original idea on page 14: Game Suggestions

I guess I'll turn this idea into an RPG since now we have a place for role-playing. So I'll keep this as simple as possible: your objective is to form a team to clear as many battles as you can. You will keep battling until your entire team is defeated in the same battle. As for the rest of the rules, they are subject to change in terms of balance.

Your robots will get fully healed after each battle, and will keep any items and EXP/stats earned in battles. You will also get bonus items as you continue to clear battles. As for the battles themselves, the rules are:

1. Just like in the Prototype main game, only the active robot/mecha can attack, and which active bot attacks first depends on the ability's Attack Speed or the robots' Speed. When both bots have attacked, a turn is finished. So when it is your turn to attack, decide the abilities your character will use, or if you want to switch a robot out, choose that robot's ability too. Careful, though, switching out a robot will cause your opponent to attack first!

2. You are permitted to use one item per turn. This does not count as attacking. You are even allowed to do something like switching a weakened robot to a strong robot, have the strong robot use an item to heal your weakened robot, and then using an attack. Use your items wisely, as aside from a few items you start with, you can only earn more items by defeating enemies and winning battles! The only Prototype items that will not appear in this game are the screws, since there is no shop. This is an Endurance kind of game, so you go right into the next battle without any breaks!

3. The end of battle bonus is determined based on how quickly you finish off the opposing team. Every battle is set to a 16 turn goal. You will get harder but more rewarding battles if you finish before the 16 turn limit, and only slightly harder battles if you take more than 16 turns.

4. You will obtain EXP for your robots after each battle, and the faster you clear the battles, the more EXP you will get at the end of the battle. You may also receive other bonuses like capsules or robot cores. I will keep track of your inventory and will display your inventory as your battle stats are updated. The amount of EXP your robots need to level up is the same: 1000 EXP to go up one level, and it is indeed possible to go up more than one level at a time.

5. The field played on is determined by your opponents, with the one exception being the first battle in your current run, which is the Intro Field. You will get a list of Field Modifiers as your battle stats are updated.

6. The enemy team will obtain Starforce as you clear more battles, but your team will also be rewarded with Starforce by clearing a certain amount of battles or consistently performing better than your enemies.

Hopefully the battle system isn't too complicated, but you can view the post right below this one to see an example with my first battle. You keep going until you're defeated in battle. If that happens, you can redo the mode if you'd like (with different robots/abilities if you want), but you'll be back to Battle 1. The data will also reflect if anyone is powered by Starforce as well. Here's the template that will allow me to set you up:

Robot 1 Name:
Abilities: (you can select up to 8 abilities, but they MUST be ones the robot can equip normally in the Prototype, like you can't give Fire Man the Rain Flush ability, but he can equip Pharaoh Shot if you want. Unlike in the example, though, your robot can use your chosen abilities at level 1, so Fire Man can start right off with charging his Pharaoh Shot if he wants, and then upping his attack with Atomic Fire the next turn, all at level 1. Fire Man can also equip an ability global to all robots like Attack Boost, as well)

Robot 2 Name:
Abilities:

ETC...


You can select up to 8 robots to join you this game. Do you want to do a fairly balanced team, or do you prefer a team that excels in one area, like maybe including Roll, Disco, and Rhythm to increase your team's healing powers? It's your choice! Robot 1 will be your active robot at the start of every battle, so choose your first robot wisely!

Let me know if you have any questions. I'll put up a leaderboard later to show how far people have got in this game.

UPDATE 1: I have decided to allow players the choice of selecting any of the currently fightable Robot Masters from the other games (Killers and Slur are not allowed, though the Killers may appear later). If you select a normally un-playable character, though, just know that they are limited to the abilities currently unavailable, though, so for example Stone Man cannot use Power Stone since it's not in the game, but he may use other Earth abilities.

Update 2: Robot team display slightly edited to make it more readable by eliminating unnecessary space.

Update 3: All of the robot data that was displayed here has been moved to this profile.

Posts in this thread now will only consist of displaying the LE and WE of all robots in the battle, as well as the results of the last turn completed. All other information can be found in the profile link.
Leaderboard
Rank: Name , Battles won in a row

#1: Retro Pikachu, 2 Battles
#2: Shadownnico, 1 Battle
#2: tobyjoey, 1 Battle
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TailsMK4Omega
12,787,140 BP
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Posted on August 24th, 2014 at 9:17pm #11
Whether you just beat Final Destination III in one of your stories, or you beat all three missions a long time ago, congratulations on clearing the game! If you haven't beat the game yet and need some help, check out MegaBossMan's guide. His guide will give you the knowledge you need to beat those last missions, and after doing that, come back here to see what the post-game content is all about!

Clearing the game enables you to access content only available to those that beat the main game. If you were mainly interested in clearing the game, I'm afraid you've pretty much seen what this game has to offer, but if you like extra content in games and don't mind spending some time seeing what else you can do, you've come to the right guide! This will help prepare you for side quests such as making your robots as strong as possible, finding out what Starforce is all about, preparing to face your hardest battles in Player Battles, and much more! This guide is split up into multiple sections, so if you just want to read a particular section, you can use CTRL+F to get to the specific section you want. So, here's a table of contents of what this guide contains:

Proto1: What are the Bonus Stages?
Proto2: How can I raise my Level 100 robots' stats even more?
Proto3: What is Starforce and how do I get it?
Proto4: What do I need to know about Player Battles?
Proto5: How do I obtain Robot Cores and why should I grab them?
Proto6: How can I make my mechas stronger?/I see level 100 mechas, can mine be level 100 too?


Proto1: What are the Bonus Stages?

When you beat the game, you unlock a couple bonus missions in a new tab called the Bonus Chapter. These pit you against level 100 mechas and Robot Masters. The catch is that up to six different elements are greatly increased in the battles, making some otherwise weak abilities all of a sudden be lethal (I had a character die in one hit to Leaf Shield because Nature and Shield were so high)! The first mission is against three mechas, and the second one pits you against six Robot Masters. These are all randomly generated opponents, and the field modifiers change every battle, so each battle will be different. This is a great place to level up your robots and also can help you complete your Database since there are Robot Masters not found anywhere else in the game (with one exception, in the third section of this guide), and second and third generation mechas are encountered often here.


Proto2: How can I raise my Level 100 robots' stats even more?

So your robots have reached level 100 and can pretty much destroy the Final Destination robots, but when you look at other players' robots and notice something weird...why do their robots have more Attack, Defense, and/or Speed than mine do? You actually can increase your stats even more (Energy is maxed out at this point, though), by continuing to defeat opponents. Instead of getting experience, your robots will download stat data from defeated opponents and add them to their overall stats! Only the robot that disabled an opponent will get stat data, so keep that in mind.

If you want max stats, though, it will take a long time to do. You can get 100 stat points if you can defeat a robot with 9999 of that particular stat. How to max out the fastest if you don't want to constantly repeat Bonus Field 2? Bring an extra robot or six into your battle with other Robot Masters (not quite as effective against mechas since the cap there is 50), and make sure they are equipped with Attack, Defense, and/or Speed Swaps. Be very careful here when you decide to swap stats. If you give your opponent higher Attack, it will be more likely to take your robot out before you can disable it! Higher defense makes the robot more difficult to take out, and higher speed means your opponent will likely act sooner than you do. Place a robot you want to swap stats with as your active robot, and use a swap with your opponent. If you're not sure what you're doing, swap Speed so that you're not caught off-guard by a harder robot. Once you're more comfortable you can try swapping more than one stat per robot. Now switch to the robot you're training, and defeat the opponent with now higher stats. You will get more points for the stat you just swapped using your other robot.

The higher the stats of the disabled robot, the more stats you will be able to download. Disabling a robot with 9999 on one or more stats will give your robot 100 of their stat. Just rinse and repeat after that until you hit 9999 or your target goal. Remember to take breaks every now and then; this is very tedious work. Once your robot hits 9999 of every stat (except Energy), your robot will be maxed out, and will be quite formidable in battles!


Proto3: What is Starforce and how do I get it?

This is probably the biggest Side Quest in the game. Starforce is the way to go if you want your abilities to do more damage (if you haven't got all of your robots to level 100, raising Starforce also gives your robots more experience as well per disable!). The most basic form of Starforce is called a Field Star; you can earn these by defeating your opponents again in Chapter 2 of each story (if you got MM3 robots, you can get Field Stars from them too!. A more powerful Star exists called a Fusion Star, which increases your abilities even more than a Field Star. These are earned by defeating your opponents again in Chapter 4. This gets tedious, though, because you can only get up to 4 Stars at a time. When you defeat all of your opponents, you must exchange fields in order to get more missions. It's not that hard to do: go to your Players tab ingame and take a look at the Player fields for each doctor. You can click on them and select a field to replace it. When you do that, you will have a new mission and a new Fusion Star you can go grab.

This is tedious to do, though, but fortunately you have some help. Check out post #42 (by Adrian Marceau) in this thread. He explains what the Star count and Tool sections do. Keep track of what Stars you already got, because if you want ALL of the Starforce, you have to do many battles with the MM1, MM2, MM3, and MM4 Robot Masters. There's a total of 1024 Stars to collect, so you will be switching fields A LOT.

So why go to all of this trouble of getting Starforce? Your abilities get much stronger when you get Stars of particular elements. If you get a Star that boosts the Flame element, for example, all of your Flame abilities do a little more damage than without Starforce. Once you obtain a lot of Starforce, you will wonder how you ever managed without it.

One last thing I forgot to mention earlier; when you begin a mission that has a Field/Fusion Star as the prize, you will notice the battle is quite different for two reasons:

1. Multiple robots of the same element as the Star will appear in the battle, including robots not found in the main story!
2. Your opponents have SLIGHTLY increased damage with their abilities.

At this point, though, you should have no trouble beating them, right? All of this side quest work leads to the real reason for all of this tedious work...the final section!


Proto4: What do I need to know about Player Battles?

When you beat the main game in a story, you unlock a Player Battle chapter. This is where you can find battle data of other Prototype players in the game! These battles are among the most difficult in the game because your opponent may have trained more than you did! Depending on where you are in the Leaderboard, you can decide among six different opponents. There are 2 on 2, 4 on 4, and 8 on 8 battles. You cannot have more robots on your team than what your opponent is showing. Before you get too excited/nervous, the robots you are facing are AI controlled like in the story battles, but these robots reflect the actual strength of the robots the players have! Your opponents' overall ratings are based on two factors:

1. The overall stats of their robots.
2. How much Starforce the player has.

The more of each the player has, the higher the points rating for that player. This is the amount of Battle Points you will earn if you defeat the player in the turn limit you got. You will earn more if you finish sooner, and less if you finish later, just like in the story missions. This is the best place to get BP in the game since the battles here usually reward more BP than the story missions if you can finish your opponents quickly. Unlike story battles, however, there are a few conditions that make these battles risky:

1. You cannot use items in Player Battles!
2. If you lose, your opponent will receive BP!
3. Your opponent's robots also are powered by Starforce, making them hit harder than normal!

If you manage to defeat an opponent, you cannot fight that same opponent again until you battle some other players first. This is just so it's harder to grind BP on an ideal opponent. As for the Fields you battle on, they are based on what Fields the player selected for that particular doctor. Dr. Light players will face Dr. Wily battle data, Dr. Wily against Dr. Cossack, and finally Cossack against Light.

One more topic left to cover for Player Battles. Your robot data can be fought by your opponents, too! So make sure to make your robots as strong as you can so your robots can better defend themselves against challengers! If you can, try to select Fields that will benefit your robots so they can do more damage as well, but be aware that your opponents could also use the Fields to their advantage as well! The abilities your robots use can also either help or hurt your chances of a successful defend. The most important stat for an ability is Attack Speed. Even if your robots have higher speed, abilities with higher attack speed will fire first, so you want to choose weapons that can attack quickly, like Search Snake and Oil Slider. One last tip I can provide is try to cover as many elements as you can with your robots, in case one of your active robots faces an opponent that has a weakness your robots have. If your team has multiple different elements in the same team, your opponent will have a harder time finding an effective ability!

Player Battles can be very challenging, but don't give up! If you can't beat an opponent, train your robots more or try a different strategy! The better prepared you are for battle, the higher you will climb up the Leaderboard. Try to go as high as you can on the Leaderboard and challenge the best players!


Proto5: How do I obtain Robot Cores and why should I grab them?

I know somewhere on the site there is some discussion about Robot Cores, but I figure I should talk about them more in detail. Robot Cores are basically sources of energy for robots, and Copy Core robots (Mega Man, Bass, and Proto Man), can use these to change their element in order for weapons of the same type to get the typical damage bonus robots of the same element enjoy. Cores also can be sold in the shop for quite a bit of money. Boost your Starforce and they can be sold for a lot more! The more Starforce you have of a particular element, the more Reggae will pay for a single Core!

To obtain Cores requires a bit of luck, but it's pretty easy to do. When you face an enemy robot in a story/bonus mission (items don't drop in Player Battles), just use a weapon that matches that robot's weakness and the Core will drop...most of the time. Sometimes you get a different item in return, but continuing to use the same weapon will result in Cores being dropped. Unlike what some people have said, though, the weapon does NOT have to be super effective to the robot. Just make sure the element(s) of the ability you are using is/are a weakness to the robot. Even if you use a weapon like Needle Cannon against a robot like Drill Man who is weak to the Missile element but strong to the Cutter element (and thus no special message like super effective will occur), the Earth Core will still drop because you hit Drill Man with the Missile element.


Proto6: How can I make my mechas stronger?/I see level 100 mechas, can mine be level 100 too?

You can think of mechas as like the "pet" variety here in the Prototype. When you use Mecha Support, they will fight for you while your robots are recovering WE. Each mecha has their own special attack, and some attacks are quite different from Robot Masters, like Mag Flies draining WE instead of LE from targets, and Battons restoring health every time they land a hit. Mecha attacks can also get boosted from Starforce. You can't grind stats on them like you can regular Robot Masters, though, and they will always be a bit weaker than a level 100 Robot Master.

To train a mecha, just keep summoning the same mecha over and over. Yeah, it gets tedious quickly. When a mecha is spawned, its level goes up by 1, gradually getting stronger, until you summon the same mecha for the 100th time, in which it stays as a level 100 mecha. The quickest strategy to get all three generations of a mecha to level 100 is to use Mecha Support three times in a battle, then restart the battle. This ensures all three generations show up at least once per battle. You can ignore this bit if you're spawning Mets, in which case spawn as many as you can and then restart the battle.

Mechas can't help much against strong opponents like the ones you encounter high up in the Player Battles, but they can work surprisingly well against even the Robot Masters in Bonus Field II. When a mecha defeats an opponent, they download data to increase their stats a bit, and the amount of data you can download actually DOUBLES if a mecha defeats a Robot Master. These stats don't carry over, though, unlike Robot Masters that keep all data they download. Still, training mechas at least lets you know how to use them. You might even find a few mechas you really like (I'm kind of attached to the Flea mecha myself).


That concludes this guide, so if you have any questions or want to suggest something to be added, feel free to do so. Otherwise, I hope this guide has helped you, or at least I hope you think I gave out some good information after reading this! Good luck with the Starforce hunting and Player Battles!
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 16th, 2014 at 11:58pm #12
Show off your screenshots of RPG Prototype or perhaps other Mega Man games, along with some other information if you so desire! We have a thread already for Starforce, but not a general thread, so why not? I'll start us off...

Dr. Wily: Uh, isn't it the one right next to me...?

Btw, you can type your response directly on the image. That text goes inbetween the brackets when you set up your image. Of course, you can place your text below the image as well if you wish.

I also had a situation where I was dealing with a Snake Man who had Leaf Shield on with the field modifiers placing both Shield and Nature at around x9.0 each...yeah, being Gemini Man meant it hurt...to say the least. I forgot to take a screenshot, though. :(
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Posted on January 1st, 2011 at 12:00am #13
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Posted on January 1st, 2011 at 12:00am #14
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Posted on January 1st, 2011 at 12:00am #15
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Posted on January 1st, 2011 at 12:00am #16
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 19th, 2014 at 6:28pm #17
Hello guys, since I achieved my goal of maxing all of my robots' stats, I figure I would share the knowledge I have obtained so that more experimenting could be done and to possibly consider abilities that probably may need to be revised some. This scenario presumes that you have encountered a target that have fairly high stats, so let's just consider you are facing...well, any of my robots that have an ATK, DEF, and SPD of 9999. What are some possible abilities that could let you destroy a single target in a few turns, or possibly even a team of high stat robots?

The abilities I have found that can accomplish this are:

Needle Cannon (ignores DEF)
Magnet Missile (Effective against Water element, even those with 9999 stats)
Flash Stopper (decent damage to all robots)
Time Slow (Speed goes to 0 for all robots that aren't immune to Time element)
Bright Burst (VERY strong attack for anyone not immune to Electric and Time or can absorb either element)
Rain Flush (Damage to all robots)
Bubble Lead (Strong overall damage except those with resistance to Water, and I checked, no one has resistance to Earth, not even Oil and Drill)
Oil Slider (Strong damage, and ensures you attack first every time even if the opponent chooses to fire the Buster Shot)
Bubble Bomb (Strong damage, and may lower attack if it doesn't disable)
Fire Chaser (Lots of Fire Starforce exist, so it almost can kill a robot with 9999 stats right off the bat)
Quick Boomerang (Damage increases per additional hit, but often misses)
Super Arm (The second element is based on the current stage. Very powerful attack that can target anyone on the other team)
Ice Slasher (Fairly powerful, and reduces speed if it doesn't disable)
Attack, Defense, Speed Swap and Damage Booster (this combo is tedious, but makes the intro mission an ideal place to train, requires at least one robot with max stats, though)
Field Support (Helpful for all robots that aren't neutral or copy type)


While other abilities can deal damage in their own ways, the ones listed here seem to do the best job of finishing the robots faster so the grinding is not as tedious. More testing will be done in the future, but if you want to share any knowledge you have or to suggest other possible abilities, feel free to do so.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 15th, 2014 at 12:12am #18
Where did you guys find these songs played in the game? There are a few songs in here that I could just play all of the time while grinding. I could always just use Audacity to record and play them on my computer as well, I guess.

The ones in particular I'm interested:

Cut Man
Toad Man (since I found Toad Man hard to beat at first, it almost seemed fitting to think of his song as a "final boss"-ish song)
Final Destination II and III
All three of the mission mode songs and the boss songs played in the Intro Missions
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Posted on January 1st, 2011 at 12:00am #19
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