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Found 3 Threads, 718 Posts 721 Results Total
 
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Posted on January 1st, 2011 at 12:00am #701
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TheDoc
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Posted on January 26th, 2014 at 3:31pm #702 ( Edited : 2014/01/26 at 3:44pm )
Imo SAs shouldn't be just extra abilities. They should be something that makes playing as that RM unique. In other words, instead of just adding another attack, SAs would be specific techniques instead of just another weapon. For example, my suggestion on Enker makes him unique because he can absorb attacks into WE, and that technique of his plays off of what makes him special, but at the same time (like I've said so many times in this post) it's not just another attack. An SA should result from what makes the character itself unique, not just what it shoots. Here's a suggestion for Quickman: His SA could...
A.) Simply boost his speed by 15%
and
B.) Make his next attack strike first regardless of speed

See what I did there? I took what made Quickman himself special, not just, say, another variation of his boomerang. I'm not against suggesting abilities; in fact, I think you guys have some awesome ideas. In my personal opinion, however, that shouldn't be a SECONDARY ability.
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TheDoc
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Posted on January 24th, 2014 at 11:31pm #703
I apologize that idk how to color my words. :P

My thoughts:

First off, there should only be one secondary ability (SA) per RM. SAs would not take up a normal ability slot; they are natural abilites for the RM and should not impair him by using up a slot. The SA cannot be equipped by compatible RMs like normal abilities; SAs would make individual RMs more unique. Also, SAs would take a turn to use and, most of the time (i.e not Enker I'll address him later), would use WE. Now, let's begin.

Geminiman: Judging the randomization of the clone's abilities via power wouldn't work; Rolling Cutter would technically be chosen easier than Buster Shot, but is obviously stronger. No, I think that choosing by the WE required would be a better idea. Also, the Clone would take up energy to use and would last a short amount of turns; you make Geminiman OP by basically giving him two turns freely like that. Hell, you could probably even limit the attacks he can use; think about it, the clone couldn't use Gemini Laser, could it?

Shadowman: The Substitution thing just looks broken. It seems like more of a handicap than a skill. What I'm getting from that is, "You missed bcuz I used Substitution, but I lose my turn/can't attack, so you can try again :)." Also, 50/50 is OP imo. Plain and simple. COnsider my opinion of SAs using energy and I just can't deal with this one. The Shadow Slide sounds more of a normal ability than an SA and isn't really unique.

Enker: Okay, you are DEFINITELY onto something here. What I would do is this: when this SA is activated for no WE, Enker assumes the Absorb position at the beginning of the turn, regardless of speed. After that, 15% of all damage that Enker takes FOR THAT ONE ROUND goes towards his WE. Because of the massive increase of WE, I think he should take full damage from the attack. This is a great way to build up for an expensive attack that you need to finish off the enemy, but you must also decide whether you can spare the LE to take the blow.

Ballade: Ballade Grenade is, like you said, a copy of Air Shooter and/or Drill Blitz, and it looks like a normal ability. Thumbs down on that one. The Ballade Mine, however, is a very interesting concept. IF you're in a pinch and want to take the enemy down with you, this SA is great for that. I think that it should stay there until a melee attack sets it off and damages the attacker. However, I don't know about the reduced damage, however slight it may be. Other than that, I think it's a great idea.

Sorry for the wall of text, but I think RM-exclusive SAs are a great idea. If I have any suggestions of my own, I'll let you know! :D
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Posted on January 1st, 2011 at 12:00am #704
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Posted on January 1st, 2011 at 12:00am #705
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Posted on January 1st, 2011 at 12:00am #706
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Posted on January 1st, 2011 at 12:00am #707
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TheDoc
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Posted on January 18th, 2014 at 10:31pm #708
I found it amusing, CF :)

Again, kudos for your unfaltering resolve at keeping this alive and prospering, Adrian. They do not go unnoticed.
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Posted on January 1st, 2011 at 12:00am #709
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TheDoc
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Posted on January 18th, 2014 at 5:27pm #710
First off, Pharaoh Shot sounds to me like the same thing as the Player Busters, except it does less damage and doesn't boost your stats. Even considering the super effective feature, it seems bland.

Secondly, there's some types that don't seem to have a lot going for them. For example, the number of Nature-cored robots and Nature-type abilities is...very small, even considering the RMs/abilities that haven't been made. What you could do here is:
a.) Make more abilities, possibly even separate from the RM Level-up system (the way you would unlock this could be anything; certain # of BP, buying it at a store, password-exclusive, etc.)
b.) Make RM cores more diversified (i.e Nature/Missile HORNETMAN COUGH COUGH). This would give the Nature RMs the ability to equip more, well, abilities, and not be stuck with loading on all nature abilities. Unfortunately, that would also open up RMs with an already high number of compatible abilities to EVEN MORE, so that may not work out :/.
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Posted on January 1st, 2011 at 12:00am #711
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TheDoc
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Posted on January 15th, 2014 at 8:14pm #712
It works now; the Ice Slasher, Attack Burn, etc. can now be equipped onto Megaman and other compatible cores. Thank you!
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TheDoc
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Posted on January 15th, 2014 at 12:19am #713
Still isn't there :/ and what's worse it that this is still an issue for me:
1.) I leveled up Iceman (Lvl 6) and he STILL didn't unlock the Ice Slasher for the others.
2.) I disabled and unlocked Lvl 6 Fireman and he didn't give the others Attack Burn, just Fire Storm.
On the other hand, all the other Robot Masters I got under Lvl 5 successfully unlocked their Lvl 5 abilities for the others when they reached Lvl 5.
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Posted on January 1st, 2011 at 12:00am #714
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TheDoc
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Posted on January 14th, 2014 at 10:50pm #715
How about a thread addressing different players, like how to make different teams with them, and how each has their advantages and disadvantages?
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TheDoc
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Posted on January 14th, 2014 at 10:38pm #716 ( Edited : 2014/01/14 at 10:40pm )
How does this differ from the FAQ thread? Or did you make this because everyone was posting their questions there?

EDIT: I'll post my question here then.

Are you supposed to unlock ALL of a Robot Master's abilities (granted they are the appropriate level) when you unlock them? I fought a Lvl 5 Iceman and only got him and his Ice Breath. I tried to equip Cutman with Ice Slasher (Freeze/Cutter Type) because I noticed that Iceman had it, but it didn't show on Cutman's Ability List. Did I overlook something?
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TheDoc
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Posted on January 14th, 2014 at 10:25pm #717 ( Edited : 2014/01/14 at 10:26pm )
Are you supposed to unlock ALL of a Robot Master's abilities (granted they are the appropriate level) when you unlock them? I fought a Lvl 5 Iceman and only got him and his Ice Breath. I tried to equip Cutman with Ice Slasher (Freeze/Cutter Type) because I noticed that Iceman had it, but it didn't show on Cutman's Ability List. Did I overlook something?
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TheDoc
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Posted on January 14th, 2014 at 6:25pm #718 ( Edited : 2014/01/14 at 6:29pm )
Sorry for bumping this topic, but are you supposed to unlock ALL of a Robot Master's abilities (granted they are the appropriate level) when you unlock them? I fought a Lvl 5 Iceman and only got him and his Ice Breath. I tried to equip Cutman with Ice Slasher (Freeze/Cutter Type) because I noticed that Iceman had it, but it didn't show on Cutman's Ability List. Did I overlook something?
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TheDoc
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Posted on January 13th, 2014 at 7:50pm #719
I gotcha. Thanks!
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Found 3 Threads, 718 Posts 721 Results Total
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