Attention! This is a legacy build of the Mega Man RPG from 2017 and is no longer being maintained.
Reported bugs will not be fixed and any progress made here will not be saved.
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As I'm sure many of you were expecting me to implement one day, I have finally implemented Weapon Energy into the game and it completely changes the strategy and flow of battle. I have wanted to add this particular mechanic for a while, mainly for balancing reasons, but I wanted to make sure I had it just right before added it to the game. Well, I think I've finally reached that point! :D
From now on every robot's "Energy" will be split into two parts and both will be shown beside the robot's mugshot during battle - their Life Energy (appears in green) represents their life force or "HP" in other games while their Weapon Energy (appears in blue) represents their weapon ammo or "MP" in other games.
The mechanics of Life Energy remain unchanged, but Weapon Energy is now consumed every time you use an ability. All robots have exactly 10 units of weapon energy and different abilities require different amounts of energy to use. When a robot has run out of weapon energy, it should switch out for another robot. In the event that robot cannot switch, it's only option is to wait for weapon energy to recharge. Weapons recharge at a rate of exactly 1 unit for each turn that passes, even if the robot is on the bench unless that robot is on the bench in which case it recovers at a rate of 2 units.
Every ability has a present amount of Weapon Energy required to use it, but that amount can be reduced under certain conditions. If the robot using the ability shares its Core Type with one of the two Ability Types, that robot can use the ability with only half the normal Weapon Energy. Additionally, if a robot naturally learns the ability by Level Up then the required Weapon Energy will be cut in half again. This ensures that robots are "better" at their signature abilities than other robots and if they can equip them by means of a Core Match and once again gives the robot masters a slight edge over Copy Core robots like Mega Man, Proto Man, and Bass.
If your robot has insufficient for an ability, that ability will appear greyed out in the battle menu. These abilities cannot be used until Weapon Energy has recovered, either naturally or by some future item. If your robot is ever in a situation where it cannot use any of it's abilities and it cannot switch out either, simply click the faded ability buttons and you'll automatically "pass" your turn to wait it out.
I've also done some small updates to others parts of the website and game. The Ability Database was updated with the new Weapon Energy amounts and a few small balance tweaks to second-tier abilities, the Community was updated with "New Discussion" buttons on the main page so they're easier to find, and all mouse-overs in battle have been revised to include more information and be more readable with better formatting.
I know a restriction like adding finite weapon energy doesn't sound very exciting, but I had a lot of fun adding it and it will undoubtedly open the doors for cooler and more powerful abilities in the future. Please try it out in all kinds of situations and let me know your thoughts - I spent a lot of time making sure it was still possible to win in a battle, it's just a little more challenging now. ;)
Mechanics Update : Weapon Energy!!! Posted by Adrian Marceau on August 5th, 2013 at 6:17pm Viewed 2517 Times
Posted on August 5th, 2013 at 6:52pmEdited on 2013/08/05 at 6:53pm
Posted 2013/08/05 at 6:52pmEdited 2013/08/05 at 6:53pm
I cannot stress enough how useful the buster abilities are now! The Mega, Proto, Roll, and Disco Busters all take 1 WE when used by their owners, and because WE recharges at 1 point per turn they are basically "free" moves. The Buster Shot is even better - because it takes 0 WE you can use it over and over while your energy slowly recharges on its own. Awesome!
Yes, you can definitely look forward to more abilities, and something like Giga Crush is certainly a possibility. Would be pretty awesome, actually! As far as boost/break abilities that affect WE we'll have to see. I'm thinking I might want to keep WE recovery limited to items but I'm not sure yet...
Also, since implementing this I've been playing a lot of player battles and DAMN is it hard now! I think we've all become too reliant on simply using the strongest ability over and over, but now you need to get a kind of rhythm going where you repeated switch out team members to give them time to recharge. Definitely changes the overall strategy of the game...
Posted on August 6th, 2013 at 11:09amEdited on 2013/08/06 at 11:14am
Posted 2013/08/06 at 11:09amEdited 2013/08/06 at 11:14am
@Adrian marceau: I can suggest something when i was in your place... BREAK-THEN AND SUPPORT YOUR TEAM ;) and not of all you change my strategy... Anly you change my character usage... And thats all... Everything like i was playing, if you think you can know the pieces to get a PERFECT STRAGETY
After you've found your first item in battle, a new button will be added to your Options menu called Item Inventory. You can use as many of your collected items as you want during a turn and still attack. Each player has their own inventory and items are dropped randomly at different frequencies depending on the mission type. Player Battles do NOT allow item-use however, and there are no item drops either. This is to keep things fair. I'll make a better post about them later, but I hope you guys like the new item feature. :)
i see an advantage and a drawback personally. the advantage is limit breaks a la final fantasy are a possibility the drawback is when co-op is made all players might have to use 1 big WE bar preventing everyone use powerful attacks simultaneously
Posted on August 27th, 2013 at 10:38pmEdited on 2013/09/02 at 4:32pm
Posted 2013/08/27 at 10:38pmEdited 2013/09/02 at 4:32pm
I should clear up now that co-op or PvP is incredibly unlikely at this point and maybe not ever. It's possible of course, and unless - in the future - I have a lot of time on my hands and/or another talented programmer offers his services, I doubt it'll happen. I hope that isn't a make-or-break thing, because I think the single-player really has a lot to offer. And sorry for the super-long delay everyone! I was on vacation and then I came back and started working on a BIG update that's not done yet but coming along very nicely. Several changes to the weapon energy and item systems are coming as well, and I think you'll all appreciate the changes when they're here. :)