Mega Man RPG Prototype Community

Community  »  Search

Use the Community Search page to find specific posts, threads, or other information published to the community by our users or our staff. This is a great way to find answers to common questions or explanations for mechanics you aren't as familiar with. Just use the form below to enter any search criteria you have and then click the "Search" button at the bottom to see what results we can pull up for you.

 

Search by Keyword

Search by Username

Filter by Category

Search Options



Found 3 Threads, 34 Posts 37 Results Total
Pages 12
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on April 20th, 2014 at 11:21pm #21
Why not add more Robot Masters? I'd say set a maximum limit of 30 (2 support bots and 8 Robot Masters for each doctor if you balance it out), but we should be able to have some variety among our bots. After all, a large number of my favorites are from the later Mega Man games.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 3rd, 2014 at 5:50pm #22
I can try and make one, but the audio in the Prototype doesn't work for me, so it'll have to be a silent film or paired to external soundtracks.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 3rd, 2014 at 5:37pm #23
A thank you to everyone who came out and voiced support for my petition to the mods! Long live the Prototype!
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 10:02pm #24 ( Edited : 2014/01/02 at 10:04pm )
Agreed. Show your support for this community by endorsing my case here:
http://megaman.wikia.com/wiki/Talk:Mega_Man_RPG_Prototype
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:58pm #25
I also see Enker, Punk, and Ballade. Maybe he is using his own version as of now, but I wouldn't pin too much hope on an introduction of new Robot Masters, especially since it doesn't look like any new abilities were added. Adrian's got the abilities from Mega Man 5, 6, and 7 to introduce besides.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:57pm #26
I say make an overall limit for the number of robots a player can have (say...33? It's the current max anyhow).
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:56pm #27
No worries, though you'll probably want to make that explicit in the rules for future pollers.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:37pm #28 ( Edited : 2014/01/02 at 9:55pm )
Favorite Robot Master:
Tengu Man (Mega Man 8, Mega Man & Bass), Yamato Man (Mega Man 6), Sunstar (Mega Man V)

Favorite Core Type:
Cutter, Wind, Flame

Favorite Classic Series Weapon:
Gravity Hold, Grab Buster, Tornado Hold

Favorite Ability:
Bass Baroque, Bubble Bomb, Thunder Beam

Favorite Classic Series Stage:
Gravity Man (Mega Man 5), Proto Man/Dark Man Castle Stage 3 (Mega Man 5), Pluto (Mega Man V)
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:26pm #29 ( Edited : 2014/01/02 at 9:28pm )
I agree. It'd be a real shame to see Adrian's work underappreciated just because it's different.
I just started the discussion thread, hopefully we'll get some support out of it. As long as I can get Quick and the other 3 senior mods to side with me, the rest shouldn't be too hard to convince.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:06pm #30 ( Edited : 2014/01/02 at 9:09pm )
I've got some clout with the MMKB senior editors, I'll see what I can do about keeping the article where it is.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on December 22nd, 2013 at 12:59am #31
Going to go ahead and suggest this before anyone else does.
Name: Burner Man (Mega Man & Bass)
Designation: KGN-005
Class: Nature-Destroying Robot
Core Type: Flame

Weaknesses: Freeze, Impact
Resistances: Explode, Earth, Shadow
Affinities: Fire
Immunities: None

Energy: 110
Attack: 200
Defense: 95
Speed: 100

Quotes
Start: "I'm burning with youthful fire!"
Taunt: "I will destroy you as I have countless forests, Robot!"
Victory: "Whew! Spared self-destruction for another day."
Defeat: "I've failed! Doctor, please don't trigger my self-destruct!"

Signature moves:
Pyro Dash (Flame/Swift)
Learned at: Level 1
Power: 15
Accuracy: 100%
Speed: 4
Energy usage: 1
Description: The user ignites himself for a chance to boost his attack by 5%, then dashes into his opponent to inflict damage and occasionally ignite them for lasting damage!*

Wave Burner (Flame)
Learned at: Level 5
Power: 10
Accuracy: 90%
Speed: 3
Energy usage: 2
Description: The user attacks with a dangerous wave of fire for up to four hits, with the ability to ignite the opponent for lasting damage!

Burner Barrels (Explode/Flame)
Learned at: Level 15
Power: 25
Accuracy: 60%
Speed: 4
Energy usage: 2
Description: The user launches three barrels filled with explosive gas that detonate upon impact for heavy damage and lower their resistance to fire by 75%!

*I was thinking that this should also be able to break defensive blocks like those of the Super Arm and eventually the Ice Wall (since Burner Man can do that in his game appearance)
Came up with some stats for Tengu Man, no quotes or core type since that's been established.
Energy: 150
Attack: 125
Defense: 89
Speed: 223

Signature moves:
Tengu Blade (Wind/Cutter)
Learned at: Level 5
Power: 20
Accuracy: 90%
Speed: 4
Energy: 2
Description: The user hurls a shockwave of wind to damage enemies!

Kamaitachi (wind)
Learned at: Level 10
Power: 0
Accuracy: 100%
Speed: 4
Energy: 1
Description: The user hurls a ball of wind at a target, trapping them and preventing the opponent from attacking or switching for one turn!

Tornado Hold (wind)
Learned at: Level 15
Power: 20
Accuracy: 75% (attacks), 100% (tornado)
Speed: 4
Energy: 2
Description: The user summons a tornado to imprison their target, then viciously attacks their target with cutting gusts of wind for up to three hits!

Tengu Dive (Swift/Wind)
Learned at: Level 1
Power: 10
Accuracy: 95%
Speed: 4
Energy: 2
Description: The user dives at high speed towards their target to inflict damage and disorient them, lowering their speed by 10% and opening them up to another hit!

Have I made it obvious I love Tengu Man? :P
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on December 16th, 2013 at 7:43pm #32
For Pluto, I like Spinstrike's quotes except for the last one. Since he is a cat, making a gripe about a hairball might seem more appropriate.
As a suggestion:
"*hack*Just wait until I get this *hack* hairball out!"
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on December 13th, 2013 at 10:11pm #33 ( Edited : 2013/12/13 at 10:36pm )
Since this is for fun, why not. Yeah he's not human, but I need time to refine my other submission. Rest assured, that one's a robot.
Name: Saxton Hale (Team Fortress 2)
Class: Brawling CEO
Core Type: Impact

Base energy: 100
Base attack: 254
Base defense: 90
Base speed: 132

Weaknesses: Cutter, Space
Resistances: Swift
Affinities: Impact
Immunities: None

Quotes:
Start: "I'll beat you to death with my bare hands!"
Taunt: "You picked a fight with the wrong man."
Victory: "My job is done. You're finished."
Defeat: "Saxton...Hale..."

Moves:
Hale's Own Fist (Impact)
Learned At: Level 1
Power: 202 Damage
Accuracy: 35%
Energy (when used by other robots): 4
Description: "The user swings his fist for massive damage!"

Stun Rage (Impact/Space)
Learned at: Level 30
Power: 75% Speed Damage, 25% Attack Damage
Accuarcy: 100%
Energy usage: 3 (for Hale himself, 6 for other users)
Description: "The user emits a loud roar that frightens all enemy robots on the screen, reducing speed by 75% and attack by 25%!"

Super Jump Stomp (Impact/Swift)
Learned at: Level 75
Power: 100% Damage
Accuarcy: 100%
Energy (when used by Hale): 4 (8 for other robots)
Description: "The user uses his super strength to jump extremely high in the air, being removed from the battle for two turns but landing on his opponent, killing them instantly! The momentum from this giant fall is so high that the user can effortlessly penetrate most defenses!"

This one will take a little bit of extra explaining. There are obviously no inflictable critical hits (so it's always 0 overkill unless Skull Barrier is protecting the target robot, which prevents the move from being spammed in offline matches for XP-farming purposes) and you can't select another robot to replace Hale while he's in the air, essentially giving your opponent two free shots at your robots. However, they can't switch out a robot to spare it from the jump (this ability is targetable) The only thing that protects against this move is the Skull Barrier, and the stomp still deals 40% damage when it's up.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on December 10th, 2013 at 5:32pm #34
10. Bright Man (Mega Man 4): For giving us the "Flash Stopper you fool" meme and one of the best time-stopping powers in the series. Spamming as many buster shots as your trigger finger can manage is so much better than just doing a set amount of damage like all screen-affecting powers.
9. Buster Rod G (Mega Man the Wily Wars): He's based on one of my favorite characters from Chinese mythology, the monkey king Sun Wukong, plus you get to fight him twice without replaying his annoying stage.
8. Slash Man (Mega Man 7): Bitch-slaps his foes to death. That's all I'm going to say. Oh and his stage music is pretty good and the motif is unique.
7. Metal Man (Mega Man 2): Pretty much for the same reasons as everyone else. I just don't like his weapon as much as others do because it makes the game too easy (and as an LP'er showing off my skills is paramount).
6. Magic Man (Mega Man & Bass): Really stylish, and a lot of entertainer references. You're literally cutting his cards if you hit him with his weakness. Plus his stage isn't tedious like Clown Man's and doesn't have that god-awful fight with Sisi Roll.
5. Tengu Man (Mega Man 8, Mega Man & Bass): I love mythological references, and Tengus just look cool. He got voice acting, and his was some of the best in the game, which adds a lot of personality. Plus the differences in the difficulty of his fights between MM8 and MM&B adds a little bit more depth to his character: he's markedly harder in MM&B and has changed his moveset, indicating he underwent some sort of training and/or upgrade in his attempt for revenge against Mega Man.
4. Pluto (Mega Man V): Looks like an absolute badass and has some interesting music. His weapon is kinda useless, but at least you can spam buster shots when you can't use the dash and the dash gives you extra invincibility frames unlike the Top Spin or Charge Kick.
3. Terra (Mega Man V): Awesome design, awesome weapon, and the distinction of being the only foe to canonically defeat Mega Man. Though I have to wonder why Mega Man didn't just punch him, since he fights like a wimp when you actually battle him.
2. Pharaoh Man (Mega Man 4, Mega Man 2: The Power Fighters): Amazing weapon given in MM4, super-cool design, and punching Mega Man in the cartoon show. I also like that the new moves given to him in the arcade game still stayed within his mystical motif.
1. Yamato Man (Mega Man 6): I hear you out there saying he's not that great, and while that is true to some extent, he is a great representative of Japan and I am Japanese. You also might not know that he was originally supposed to be equipped with katanas but melee weapons don't carry over very well with players so he got a spear instead. His weapon is decent: you get a powerful weapon without that doesn't have an abnormally large ammo count, which teaches players control and accuracy.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on December 8th, 2013 at 6:14pm #35 ( Edited : 2013/12/08 at 7:09pm )
Just out of curiosity, is there going to be any difference between Uranus' Deep Digger and the Super Arm?
Also, if we can unlock Robot Masters that are not from MM1, 2, or 4, when are they going to be made avaliable for unlock?
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on December 8th, 2013 at 4:57pm #36 ( Edited : 2013/12/08 at 6:12pm )
I'd suggest unlocking fortress bosses after defeating them with neutral abilities and replacing the powered-up robot fight (with Mega Man/Proto Man/Bass S) with a battle against 4 of the fortress bosses: so I think Dr. Wily's campaign should get the Mecha Dragon, Gutsdozer, Alien, and Yellow Devil/Yellow Devil MKII. Dr. Cossack would get Mothraya and the Cockroach Twins (you'd only unlock one by defeating both), and I'd suggest giving him Dark Man 4 and Big Pets from Mega Man 5 since the Square Machine is basically a room that moves and the Cossack Catcher sucks.
Now Dr. Light...there's one problem. He doesn't have a fortress. I'd say he gets Mr. X's bosses from Mega Man 6: the Rounder II (again, two of them, defeat both to unlock it), the Power Piston, Metonger Z, and X Crusher (yeah I know it's piloted by Mr. X, but it has its own eyes and as such it could be retconned in this game as having its own AI). That is, unless you planned on introducing Dr. Wily with sunglasses and a cape as a fourth character.
^ Top
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on December 8th, 2013 at 4:56pm #37
You can already get enemies by Mecha Support I believe. And adding fortress bosses would throw a real wrench into the works since Dr. Light never has a fortress and Wily always has one...
^ Top
Found 3 Threads, 34 Posts 37 Results Total
Pages 12
MMRPG Prototype v3.8.25 by Ageman20XX | Mega Man Trademarks & Characters © Capcom 1986 - 2025
This fangame was created by and his team. It is not affiliated with or endorsed by Capcom.
« Back to Home | Cookie Policy | Data API | Contact & Feedback | Play the Prototype »