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Found 20 Threads, 467 Posts 487 Results Total
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on March 12th, 2017 at 1:42am #61
First off, thank you Adrian for the update. While nothing major has happened this update, the fact the game continues to get updated shows development is still happening for this game. Right now I have one "idea" and two concerns to talk about, both coming about as a result to the changes in Starforce.

I will start with my concerns. The change to Starforce I would say overall has tamed the beast, though I still argue even after the March update, Starforce still was nerfed too hard. While this does mean the Copy and Neutral robots can play a role now, it has created a large unbalance in overall abilities, though. If your robots are not equipped with an ability that does damage based on health (Rain Flush and Energy Break, probably a few others), prepare for probably 50 turn battles even on story missions (likely exaggerating, but still). All other abilities will take away a slither of health, no matter how much Attack the robot has. IMO, the best solution for this is for Energy to be nerfed for robots in general. Rain Flush will not need to be revised since it is only a certain percentage of Energy as opposed to flat damage, but all other abilities will seem more effective as a result without having to mess with Starforce or give buffs to the other robots.

My other concern is BP. Due to the changes in Starforce, it is no longer possible to beat story missions quickly, meaning some scores that exist now for a mission is impossible to get. This means until BP is reset again, top spots on the Leaderboard are likely unreachable. I suppose this concern will resolve itself in the future, but right now high scores in missions are next to impossible to get.

With that out of the way, I'd like to look at Player Battles again. Since Starforce being less of a role has greatly increased the length of battles, I would say the biggest issue regarding Player Battles has been addressed (a grindfest due to winning matches quickly), and it now takes quite a bit of time to win a Player Battle, and it would be much longer if not for abilities like Rain Flush that do MUCH more damage than other abilities. I was thinking once my first concern is addressed, I have an idea on how Player Battles could slowly become relevant again on what worthwhile activities could be done for a player.

This idea does stem from other games I've played, but I think having a ranking system for Player Battles could encourage people to plan the movesets of their robots to do well on both attacking and defending against other players. I am not sure what rewards or incentives there would be (though we could argue there is not much incentive to go beyond the BP required to be able to do anything most people can do on the website), but we could have a separate Leaderboard from BP that ranks players based on how well their teams do against other player teams. More wins mean a higher rank. It boils down to if players are able to play well, they will advance on the Leaderboard. By default, players could be unranked so if they do not want to participate in Player Battles, they do not have to, and will not be a target to other players. There also could be a feature to battle a specific player if they so wish, but we could make it to avoid abuse that wins do not count in these battles. We could say nothing happens on a loss, though the other player gets a boost in their Player Battle score from winning.

Long post short, I think we could take a look again at Player Battles since the issue of grinding is no longer there due to battles taking much longer to complete.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on March 11th, 2017 at 12:20am #62
The concept of Omega influence is a bit confusing, but once you know about how it works, it can lead to some strategy on robot movesets. I am still not sure why the shopkeepers have the influence too, but figured out how the robot and player influences play a factor. If story mode uses this new concept, some battles might get interesting...
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on March 10th, 2017 at 7:45pm #63
1. Mega Man [Classic]
2. Roll [Classic]
3. Proto Man [Classic]
4. Bass [Classic]
5. Elec Man [Classic]
6. Cut Man [Classic]
7. Gemini Man [Classic]
8. Ring Man [Classic]
9. Star Man [Classic]
10. Gyro Man [Classic]
11. Tomahawk Man [Classic]
12. Knight Man [Classic]
13. Mega Man Volnutt [Legends]
14. Tron Bonne [Legends]
15. Mega Man.exe [BN]
16. Roll.exe [BN]
17. Proto Man.exe [BN]
18. Bass.exe [BN]
19. Metal Man.exe [BN]
20. Skull Man.exe [BN]
21. Axl [X]
22. Galaxy Man [Classic]
23. Napalm Man [Classic]
24. Mega Man X [X]
25. Wheel Gator [X]
26. Blizzard Buffalo [X]
27. Teisel Bonne [Legends]
28. Rush [Classic]
29. Beat [Classic]
30. Tango [Classic]
31. Sniper Joe [Classic]
32. Enker [Classic]
33. Punk [Classic]
34. Ballade [Classic]
35. Nine-Tails [X]
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #64
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 10th, 2016 at 9:39pm #65
"Kingdom of Astraea, I offer my services to thee. Your kingdom shall grow in power and thrive...the other kingdoms will fall! ...Right after I get my units battle-ready, of course..."
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 8th, 2016 at 11:40pm #66 ( Edited : 2016/09/09 at 7:07pm )
Just posting this here since people will ask about a certain bug...

Adrian is already aware that on some browsers, when your next move is going to disable your opponent, your game will not continue at all. He will look into the bug when he has more time, but he has encountered the bug himself on Firefox. If you are a Chrome user, you might not encounter the bug, so if you don't encounter it, you can disregard this post. There are no other details at this time regarding the bug.

The bug has been fixed.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 7th, 2016 at 4:57pm #67
So in this case, 5 Movement = 30 points, right? If so, I think I got it fixed now.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 7th, 2016 at 12:22pm #68 ( Edited : 2016/09/07 at 12:51pm )
I calculated 200 stat points exactly (even using a calculator to be sure). Am I missing something here, like is a certain point value actually worth more than others?
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 7th, 2016 at 3:08am #69 ( Edited : 2016/09/07 at 5:10pm )
I'll give this a try, but do keep in mind I do have an unusual schedule for the semester (aka I'm usually unavailable until late night half of the week, so I might have issues with the hour time limit). I'm applying to be a faction leader of Team Star.

Name: U.S.O. (Unknown Space Officer)
Unit Type: Airborne
HP: 70
Attack: 25
Defense: 20
M.Attack: 25
M.Defense: 20
Speed: 10
Movement: 5
Character Skin: 8, #4B4B4B, #868686, #DDDDDD (just a darker version of the default set will do so the robot looks metalic)
Most Proficient Weapon Type: Ranged
Generic Units: Elec Man, Knight Man, Tomahawk Man, Roll
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on August 19th, 2016 at 10:52pm #70
gemini-man_alt ...Just a small suggestion, now that Mechas have received attention in the last update. I would say Mecha Support is not used much in Player Battles because for the most value out of a battle, people would do 8 vs 8 battles. Well, you can't use Mecha Support in a 8 vs 8 because there are no slots available for the Mechas, so it ends up being a wasted turn. Therefore, I'd like the enemy AI to check to see if there are any empty slots available prior to using Mecha Support. If there aren't any slots, choose another attack instead. This check doesn't make the AI any harder, but instead prevents the AI from becoming stupid occasionally in a Player Battle. If this were in place I'd be fine with sticking Mecha Support on my robots. ring-ring
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on August 11th, 2016 at 11:50pm #71 ( Edited : 2016/08/12 at 12:02am )
gemini-man_alt ...I think I can help out this guide. Their weapons actually aren't quite that random.

Mega Man S

Rolling Cutter
Hyper Bomb
Ice Breath
Fire Storm
Oil Shooter
Thunder Strike
Time Arrow
Super Throw


Bass S

Metal Blade
Bubble Spray
Atomic Fire
Leaf Shield
Air Shooter
Crash Bomber
Flash Stopper
Quick Boomerang


Proto Man S

Drill Blitz
Rain Flush
Bright Burst
Pharaoh Shot
Ring Boomerang
Dust Crusher
Skull Barrier
Dive Torpedo


...If you want the short version, only the Tier 1 abilities of the Robot Masters of each Doctor's story. You can see for yourself if you know how to navigate Github. Their moveset is listed in there. ring-ring
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on July 9th, 2016 at 9:53pm #72
Anyone is free to edit my cards and claim them as their own if they so wish. I have lost interest in this game a long time ago, so my cards are not being used at all. Feel free to claim any of them as your own and change them as you see fit. Also, congrats for 500 posts, making this one of the most populated threads on the Prototype.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 1st, 2016 at 6:37pm #73
Ender Man restores 2 LE with Energy Pellet! Ender Man attacks the Met with Earth Shot!

ATK 5 VS DEF 4
Result: 1

Met took 1 LE damage!

Met attacks Ender Man with Met Shot!

ATK 2 VS DEF 4
Result: 1

Ender Man takes 1 LE damage!

Ender Man
LE: 2/3
WE: 5/5

VS

Met
LE: 1/2


That's one battle still ongoing, let's check out the other battle, shal...

Frostray attacks the Met with Buster Shot!

ATK 5 VS DEF 4
Result: 1

Met took 1 LE damage!

Skull Man attacks the Met with Buster Shot!

ATK 7 VS DEF 4
Result: 3

Met took 3 LE damage! The Met was disabled!

That Met didn't last any longer than the other Mets...but then suddenly, the lab is invaded by Sniper Joes!

mega-man Sniper Joes...I should have known. I'm on my way to help!
roll Be careful Mega Man, the security log says that the middle entrance has TWO Sniper Joes in it!
mega-man Thanks for the info, Roll! I should be ok, but I'm worried about the help we got...

The Sniper Joes have invaded the lab. Be careful, as they are stronger than the Mets that have attacked previously. Mega Man's worst fear comes true, however...one of the robots is ambushed by the Sniper Joes!


MegaBoyX7 was ambushed by Sniper Joe A, entering battle!

Sniper Joe attacks MegaBoyX7 with Sniper Shot!

ATK 6 VS DEF 3
Result: 3

MegaBoyX7 takes 3 LE damage and was disabled...

Oh no! The Sniper Joes have already disabled one of the robots that answered the distress call! Be careful approaching them...the Sniper Joes have made it clear they mean business. This also means that MegaBoyX7 is out for the rest of the mission. Make sure this doesn't happen to any of you! Dr. Light needs your help!
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 31st, 2016 at 2:14pm #74 ( Edited : 2016/05/31 at 2:47pm )
ProtoMook attacks the Met with Electric Spark!

ATK 6 VS DEF 4
Result: 2

Met took 2 LE damage! The Met was disabled! Energy Pellet was dropped!

Crimson Man.EXE moves into the spot the previous battle took place, so the option of teaming up or exchanging that Energy Pellet can be done at this time. Meanwhile, at the entrance to the lab...


Musical attacks the Met with Crystal Shot!

ATK 3 VS DEF 4
Result: 1

The Met takes 1 LE damage!

Mettaur Man attacks the Met with Impact Shot!

ATK 3 VS DEF 4
Result: 1

The Met takes 1 LE damage! The Met was disabled!


While some robots take a moment to celebrate with the people near them, other robots get ambushed by the remaining two Mets...


Frostray and Skull Man were ambushed by Met F, entering battle! (You guys only said the attacks, so I assumed no movement took place. You can't move and attack at the same time...)

Turn Order:

Frostray
Skull Man
Met

Met attacks Frostray with Met Shot!

ATK 2 VS DEF 4
Result: 1

Frostray takes 1 LE damage!

Frostray
LE: 3/4
WE: 3/3

Skull Man
LE: 4/4
WE: 2/2

VS

Met
LE: 2/2

(Assuming you both fire Buster Shots next turn unless you want to change it)


And the other ambush...

Ender Man was ambushed by Met E, entering battle!

Turn Order:

Ender Man
Met

Met attacks Ender Man with Met Shot!

ATK 2 VS DEF 4
Result: 1

Ender Man takes 1 LE damage!

Ender Man
LE: 1/3
WE: 5/5

VS

Met
LE: 2/2

Just a reminder, you do have one Energy Pellet thanks to Mettaur Man giving his to you. It will completely heal you up this time.


The security log reports movement of 4 robots approaching the lab from the outside. All 4 are different signatures than the Mets. The rate at which they approach the lab, they will be entering the lab next turn.

mega-man More enemies coming? I hope the other robots are doing ok...
roll They should at least get away from the entrances if they are not doing so well...should we get ready to aid them?
mega-man I think the lab has enough robots blocking the way to the computer that we should go help.

Mega Man and Roll are going to help out with the upcoming invasion. They should arrive in time to help out should the upcoming robots be a bit much...
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 29th, 2016 at 1:08pm #75 ( Edited : 2016/05/29 at 1:25pm )
(Movement and attacks cannot be completed on the same turn, sorry. Whoever performs the ambush first gets to move first next turn is all.)

The security log reports movement outside of the lab, signaling that another wave is coming...but the detected signals outside the lab are different from before. Could a new robot be heading this way?

Meanwhile, back in the lab...

Frostray attacks the Met with Buster Shot!

ATK 5 VS DEF 4
Result: 1

Met took 1 LE damage!

Skull Man attacks the Met with Buster Shot!

ATK 7 VS DEF 4
Result: 3

Met took 3 LE damage! The Met was disabled!


One battle concludes...two more take its place.

ProtoMook ambushes Met B, starting a battle!

Turn Order:
ProtoMook (Electric Spark [Deals damage equal to your ATK])
Met


ProtoMook
LE: 4/4

VS

Met
LE: 2/2


...And Met D was ambushed by Mettaur Man and Musical, starting up another battle!

Turn Order:
Musical
Mettaur Man
Met

Musical
LE: 3/3
WE: 4/4

Mettaur Man
LE: 5/5
WE: 2/2

VS

Met
LE: 2/2

(I will assume you two are using your elemental shots next turn, so you don't have to do anything unless you want to.)


Let's see...what else? Oh, ZeroDXZ and Meta are in the same space, so they can choose to team up if they wish to do so. Same goes for Skull Man and Frostray. Otherwise, you know the drill.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 28th, 2016 at 9:27pm #76 ( Edited : 2016/05/28 at 9:42pm )
Ender Man attacks the Met with Earth Shot!

ATK 5 VS DEF 4
Result: 1

Met took 1 LE damage!

Mettaur Man attacks the Met with Impact Shot!

ATK 3 VS DEF 4
Result: 1

Met took 1 LE damage! The Met was disabled! Energy Pellet was dropped!

Energy Pellet will restore 2 LE to a robot.


Out with one battle, in with another...

Skull Man and Frostray ambushed Met C, starting a battle!

Turn Order:

Frostray (Buster Shot, Freeze Shot)
Skull Man (Buster Shot, Shadow Shot)
Met


Frostray
LE: 4/4
WE: 3/3

Skull Man
LE: 4/4
WE: 2/2

VS

Met
LE: 2/2


MegaBoyX7, Ender Man, and Mettaur Man all occupy one spot on the map, so if anyone wants to team up or grab Mettaur Man's Energy Pellet, you have the option now. Otherwise, select your next targets. The new Mets have arrived, and Wave 1 officially comes to an end. It is unknown when Wave 2 will start...
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 28th, 2016 at 5:42pm #77 ( Edited : 2016/05/28 at 5:51pm )
(Three new players have been added, assuming WE of 3 for ZeroDXZ since he was missing WE and had 3 points left)

Updated image SHOULD be in the first post, I'll check later if it's still the turn 2 image.

Mettaur Man and Ender Man were ambushed by Met A, entering battle!

Turn Order:

Ender Man (he moved first of the two players)
Mettaur Man
Met

Met attacks Ender Man with Met Shot!

ATK 2 VS DEF 4
Result: 1

Ender Man takes 1 LE damage!

Ender Man
LE: 2/3
WE: 5/5

Mettaur Man
LE: 5/5
WE: 2/2

VS

Met
LE: 2/2


Oh, right, don't forget, more Mets ahoy next turn. Time to make your moves, and for those in battle, select your attacks. You'll be able to move again the turn after the Met is beat.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 28th, 2016 at 11:10am #78
@Retro Pikachu : I will just say that the abilities you can get are quite limited (limited only to Electric and Neutral abilities that Mechas can use), though it also means every ability you do have will not cost any WE.

Still waiting on other people to make their move, but probably will update in a few hours.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 28th, 2016 at 2:19am #79
@ZeroDXZ : I need your Core and stats before I can add you in.

@Retro Pikachu : Are you SURE you want to go the Mecha route? This just caught me by surprise is all, but I guess since I was going to present role options later, maybe some variety ahead of time wouldn't hurt.

Update will come after more players have made their move. Updating the map to insert new players will come probably before then.
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Found 20 Threads, 467 Posts 487 Results Total
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