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Found 17 Threads, 437 Posts 454 Results Total
 
Contributor
Tobyjoey
84,671,873 BP
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Posted on April 14th, 2015 at 10:54pm #301
@Rhythm_BCA : Like how you had mentioned with the over-complication, I like the simplicity and accuracy in this sprite. It looks like it could actually be in a game, unlike some other ones.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 13th, 2015 at 5:06pm #302
@Meta : Good luck with that! I plan on actually staying in the single digits place now.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 12th, 2015 at 7:16pm #303
@ThatGuyNamedMikey : Hey Mikey, I'd figure I would post a few of my opinions here like you had wanted, considering everyone is wanting to talk in chat. I am not going to post responses on every idea simply because people who truly understand could do them much more justice than I could.

Subject 3: To me, this is like saying "You can't have your cake and eat it too." Let's say Blue Ring Man is restricted to use Water abilities. Now, I may prefer this Ring Man color scheme to the original, but what if I want my Ring Man to use Wind moves, and not Water moves? If we just have the held item mechanic, I can have my Blue Ring Man AND use my Air Shooter too.

Subject 4: I can about half agree with this, because it seems you are suggesting adding one tedium and removing another. I think items should be able to be spent at any store. If each store sells different items, but bought items get shared between the three doctors, what if the point? If every shop sells every item, then I don't have to go specifically to Wily's game to sell a core when I was playing with Cossack. However, I don't see the harm in holding 99 items. If you really have the zenny to do that, power to you. It doesn't prevent excessive item usage for younger players or collectathon-mentalities for more experienced players.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 10th, 2015 at 3:17pm #304
@TheDoc : Maybe Shadow and Crystal? Mercury is basically a liquid metal, and the closest thing to metal is Crystal. Water would make the most sense, but as you already said, there are already two Water Stardroids.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 9th, 2015 at 8:51pm #305
@TheDoc : I... he... but... crap. I gotta agree with you here. If he is made to disarm bombs, he should be resistant to them. However, this leads to the question of what his weakness should be. Something like Fire comes to mind, but there are already several Explode core robot masters weak to Flame, so I propose something else. It is a bit of a stretch, but I think it could work. Commando Man is obviously a military themed robot, so I would assume that antenna on his back is for more than pretty looks. I would assume, as a military robot, he sends radio signals through it. Do you know what blocks a radio wave pretty well? Something called a Farady Shield, which is a protective structure made from conductive materials, which makes it's own electrical field, disrupting radio waves. I believe there are no Explode robots weak to Electric, so why not Commando Man? Obviously, this is quite a reach, so if we can come up with any other ideas, by all means.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 9th, 2015 at 5:53pm #306
@TheDoc : On the topic of Commando Man, I agree with his weakness being Swift over Cutter, but I think the weakness of Explode is fine for two reasons:

1.) Hard Man is weak to Impact, his own core. This makes sense from Mega Man 3, where Hard Knuckle was good against him. In fact, all Mega Man 3 robot masters were weak to their own weapons. A robot being weak to it's own core isn't unheard of.

2.) This may seem a bit silly, but if a bomb went off near other bombs, do you think they are gonna say "My my, that was quite the annoyance. Could you pass me some tea?", or do you think it's gonna explode?
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 5th, 2015 at 8:21pm #307
@Bt Man : Ring Man on it's own is not super tough, but he's one of my favorites with the music, stage (yes, I actually like it), and weapon. I'm with Ender on how Ring is one of my favorites, but you should have known that considering hew was my icon before Snake Man. :p
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Posted on January 1st, 2011 at 12:00am #308
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Posted on January 1st, 2011 at 12:00am #309
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 4th, 2015 at 1:08pm #310
Ladies and gentlemen, I present to you...
Mega Man: Wily's Onslaught

Wily has finally had it with all of Mega Man's success. He has sent out the best of the best of his robot masters to various locations to lure Mega Man into various traps. It's time for Mega Man to throw down with the mad doctor in 8 crazy action packed stages. Maybe he can finally stop the doctor for ever lasting peace. (Can you tell I try to make these sound like corny back of the video game case descriptions?)

Robot Masters
metal-man Metal Man
quick-man Quick Man
heat-man Heat Man
gemini-man Gemini Man
hard-man Hard Man
gravity-man Gravity Man
star-man Star Man
napalm-man Napalm Man

Weaknesses
Metal Man: Quick Boomerang and Hard Knuckle Quick Man: Gravity Hold and Napalm Bomb Heat Man: Hard Knuckle and Gravity Hold Gemini Man: Metal Blade and Star Crash Hard Man: Napalm Bomb and Gemini Laser Gravity Man: Star Crash and Metal Blade Star Man: Atomic Fire and Quick Boomerang Napalm Man: Gemini Laser and Atomic Fire

We can't quite take out Wily yet! He has sent out four Doc Robots programmed with some of Light's Bots and Cossack's Bots abilities.

Doc Robot 1 (Found in Metal Man's Stage) : ring-man Ring Man Weak to Atomic Fire
Doc Robot 2 (Found in Hard Man's Stage) : drill-man Drill Man Weak to Star Crash
Doc Robot 3 (Found in Gravity Man's Stage) : elec-man Elec Man Weak to Quick Boomerang
Doc Robot 4 (Found in Napalm Man's Stage) : bomb-man Bomb Man Weak to Gemini Laser

We can now finally storm Wily's Castle, which is filled with upgraded traps and robots from the past.

Wily 1 : Big Pets Weak to Hard Knuckle
Wily 2 Mini Boss: top-man Top Man + No Weakness

Wily 2: Picopico-kun Weak to Star Crash

Wily 3: Tank CSII Weak to Napalm Bomb

Wily 4 Mini Bosses: Boss Rematches

Wily 4: Metall Daddy Weak to Quick Boomerang

Wily 5 Form 1: Wily Machine 2 Weak to Hard Knuckle

Wily 5 Form 2: Wily Capsule II Weak to Gravity Hold
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 2nd, 2015 at 10:59pm #311
@Reisrat : I gotta agree with you here. Nobody would drag a joke like that, not even Adrian.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 1st, 2015 at 10:41pm #312
@TomBossHanksMan : Oh, I was hoping to play as these guys. It's interesting Adrian made this decision, considering we don't even know what core their attacks will be. I guess Ballade Cracker could be Explode... Swift? Maybe just pure Explode? TheDoc brings up a good point in that the boss fights should be stronger, but maybe we could make Quint super strong to balance out him not being unlock-able? Well, whatever happens, looking forwards to the Killers!
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on April 1st, 2015 at 12:28pm #313
Oh man, it is even better than I expected! It's really cool how he made everything new invisible as a hard mode!
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on March 31st, 2015 at 5:07pm #314
Mega Man: Day in the Limelight is a series of games were you play as a group of robot masters and play through stages based off of the next consecutive game. There has been a 1st and 2nd game, but the main creator Riverroad has seemed to be taking it slow and steady on the 3rd game, where there have been only 4 robot master stages done. I figured it would be cool to try to give ideas on the rest of the game, so I present to you: Mega Man: Day in the Limelight Fan Edition!

Story Part 1: Dr. Wily has been busy, preparing his next world domination scheme, when the mysterious Dr. Cossack appears, claiming to be taking over the world. How dare he! Everyone knows you're the greatest threat to the world! You figured Mega Man would appear to defeat Dr. Cossack, but he strangely has not appeared to counter the new threat. It's time to send the third generation robots to show Cossack who's boss!

Characters:
Needle Man has the ability to shoot out spurts of needles, but he can also shoot out the needles on his head to both damage enemies and latch on to walls. His slide also does damage.
Magnet Man can manipulate magnetic forces at anytime. When there is no gravitational force, the Magnet Missiles have no tracking property. However, the Magnet Missiles do track enemies whenever the Magnet Pull is in affect.
Gemini Man can create clones when standing still. The original Gemini Man stays put while the copy continues forwards. If the original or copy get damaged, the copy disappears. If the copy dies, the original does not. The Gemini Laser can reflect off of walls, ceilings, floors, and even some enemy attacks.
Hard Man has the ability to launch is Hard Knuckles, which fly forwards and can hurt enemies multiple times. Hard Man can slam the ground in mid air, also hurting enemies. At any time, Hard Man can retract into his shell-like body, ignoring all damage.
Top Man can start twirling whether on the ground or in the air. While twirling, he becomes immune to small projectiles and can deal damage to small enemies. For larger enemies, he can shoot out a large top, doing constant damage during it's spin. Top Man has the fastest slide.
Snake Man is able to shoot Search Snakes, which will climb up everything but ceilings. He can also climb up walls, just like his Search Snakes.
Spark Man shoots Spark Shocks forwards uncharged, but in 8 directions when charged. If an enemy is not destroyed by the attack, it will be paralyzed, but it also becomes invincible from Spark Shocks. While paralyzed, the enemies become platforms you can jump on.
Shadow Man jumps higher than any other robot master. He can shoot Shadow Blades in any direction, but has to stop to throw them while on the ground. Shadow Man can still throw Shadow Blades during his slide.

Weaknesses:
In Mega Man: Day in the Limelight, the weaknesses are a bit tricky. You take the weakness order of the robots you are fighting, then apply the playable robot masters to the chain. For example, Dust Man is good against Skull Man, so Hard Man is also good against Skull Man. Bright Man is good against Pharaoh Man, so Spark Man is also good against Pharaoh Man.

Stages:
needle-man Needle Man vs Skull Man skull-man
magnet-man Magnet Man vs Ring Man ring-man
gemini-man Gemini Man vs Drill Man drill-man
hard-man Hard Man vs Dust Man dust-man
top-man Top Man vs Dive Man dive-man
snake-man Snake Man vs Toad Man toad-man
spark-man Spark Man vs Bright Man bright-man
shadow-man Shadow Man vs Pharaoh Man pharaoh-man:

After we fight Cossack's robots and unlock our robots, it's time to take on Cossack.

Cossack Citadel 1: Mothraya-Weak to Spark Shock.
Cossack Citadel 2: Square Machine-Weak to Magnet Missile.
Cossack Citadel 3: Cockroach Twins-Weak to Search Snake.
Cossack Citadel 4: Cossack Catcher-Weak to Hard Knuckle.

Upon finally confronting Dr. Cossack, Proto Man teleports in to say "Dr. Cossack did not mean to do this. He was being forced by someone in Light's laboratory. The real threat lies there."

Light Labs 1: guts-man Guts Man?-Weak to Gemini Laser.
Light Labs 2: elec-man Elec Man?-Weak to Shadow Blade.
Light Labs 3: mega-man Mega Man?- Weak to Needle Cannon.

Light Labs 4: Doc Robot 2.0-No weakness (Doc Robot 2.0 uses Mega Man 2 weapons).
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on March 29th, 2015 at 5:42pm #315
I will be attending tonight, but I am gonna be a few minutes late.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on March 28th, 2015 at 2:18pm #316
@HattyH : It's very nice to meet you HattyH. Welcome aboard!
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on March 28th, 2015 at 2:30am #317 ( Edited : 2015/03/28 at 3:17pm )
@TheDoc & @MegaBossMan : Well, you both make pretty good points that makes my argument seem null. The ratio between planned flame core robots and swift core robots is about 2:1, and a stat change to Nitro could help create difference between him and Turbo, so now I'm kinda agreeing with swift core Turbo.

@MegaBossMan : I'm sorry, but it seems to me Slash Man makes perfect sense as a nature core. Even when ignoring the stage's influence Slash Man still:
A. Appears to be based off of a wolverine type animal.
B. The amber/goop he drops from the ceiling are supposedly (robo?)dinosaur eggs.
C. Is weak to Freeze Cracker and Turbo Fire, which represents extreme temperature changes hurting part of an ecosystem, or nature.
D. As you addressed at the end of your post, there are 7 total planned cutter core robots, but only 5 planned nature core robots, one of which being a newly created robot. By switching Slash from cutter to nature, those numbers would equal out.

I'm sorry if this came off as antagonizing or attacking, but I am trying to write this as my head starts feeling 10 times heavier than normal, and my eyelids 100 times.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on March 27th, 2015 at 10:20pm #318
@TailsMK4 : That's not a bad idea, Tails. I remember how we used to dedicate whole legacy chats to those, so having a thread would make them much more accessible.


@Adrian Marceau : For a Slash Man 1st tier ability, I could easily see the goop attack being formatted for this. It could function like Ice Breath in how it stops opponents from switching. Maybe it would be called "Trap Beast" or "Beast Amber"? Something like that anyway. As for the Scorch Overdrive, it seems like a good way of adding more speed elements without reducing the flame aspect.
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Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on March 27th, 2015 at 8:58pm #319 ( Edited : 2015/03/27 at 9:14pm )
@Adrian Marceau : As a response to the new information about the Mega Man 7 robots, I like the changes to Spring and Cloud Man, but Slash and Turbo Man have a problem that links to a certain robot master: Nitro Man.

For Slash Man, as cool as it would be to have a robot learn unnatural core attacks, let's take a look at the proposed Slash Claw. Cutter swift is a core attack that would become too common here. Quick Boomerang is fine due to how differently the attack would (probably) work from Slash Claw, but then there's the problem with Wheel Cutter. If we have Slash Claw, which would most likely attack the front robot, and Quick Boomerang, which would attack any selected enemy, how would Wheel Cutter stand out? I would suggest we just have him be nature core. If someone REALLY wants a swift attack on him, there will be the core change mechanic by the time these guys come out, so I don't see the problem.

As for Turbo Man, this may by more of a personal nitpick, but it always felt to me like Nitro Man was just a redesigned, slicker Turbo Man. The problem is, we want the robots to be diverse in this game, so having two robots with swift core, pitiful defense and good attack and defense is redundant. I would think that Turbo Man should stay flame core, but I am obviously not running this game.

tl;dr version: The way I see it, this is how I think it should be handled:
Make Slash Man nature core with Slash Claw being nature and cutter core.
Keep Turbo Man as Flame Core so he can be somewhat different from Nitro Man.
Although, who would actually listen to me? I'm just some guy too lazy to try to get higher on the leaderboard that barely even attends chat meetings anymore.
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Found 17 Threads, 437 Posts 454 Results Total
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