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.
Return to the archive index for more legacy content or
play the current version of the game for all the new stuff.
I guess I'll turn this idea into an RPG since now we have a place for role-playing. So I'll keep this as simple as possible: your objective is to form a team to clear as many battles as you can. You will keep battling until your entire team is defeated in the same battle. As for the rest of the rules, they are subject to change in terms of balance.
Your robots will get fully healed after each battle, and will keep any items and EXP/stats earned in battles. You will also get bonus items as you continue to clear battles. As for the battles themselves, the rules are:
1. Just like in the Prototype main game, only the active robot/mecha can attack, and which active bot attacks first depends on the ability's Attack Speed or the robots' Speed. When both bots have attacked, a turn is finished. So when it is your turn to attack, decide the abilities your character will use, or if you want to switch a robot out, choose that robot's ability too. Careful, though, switching out a robot will cause your opponent to attack first!
2. You are permitted to use one item per turn. This does not count as attacking. You are even allowed to do something like switching a weakened robot to a strong robot, have the strong robot use an item to heal your weakened robot, and then using an attack. Use your items wisely, as aside from a few items you start with, you can only earn more items by defeating enemies and winning battles! The only Prototype items that will not appear in this game are the screws, since there is no shop. This is an Endurance kind of game, so you go right into the next battle without any breaks!
3. The end of battle bonus is determined based on how quickly you finish off the opposing team. Every battle is set to a 16 turn goal. You will get harder but more rewarding battles if you finish before the 16 turn limit, and only slightly harder battles if you take more than 16 turns.
4. You will obtain EXP for your robots after each battle, and the faster you clear the battles, the more EXP you will get at the end of the battle. You may also receive other bonuses like capsules or robot cores. I will keep track of your inventory and will display your inventory as your battle stats are updated. The amount of EXP your robots need to level up is the same: 1000 EXP to go up one level, and it is indeed possible to go up more than one level at a time.
5. The field played on is determined by your opponents, with the one exception being the first battle in your current run, which is the Intro Field. You will get a list of Field Modifiers as your battle stats are updated.
6. The enemy team will obtain Starforce as you clear more battles, but your team will also be rewarded with Starforce by clearing a certain amount of battles or consistently performing better than your enemies.
Hopefully the battle system isn't too complicated, but you can view the post right below this one to see an example with my first battle. You keep going until you're defeated in battle. If that happens, you can redo the mode if you'd like (with different robots/abilities if you want), but you'll be back to Battle 1. The data will also reflect if anyone is powered by Starforce as well. Here's the template that will allow me to set you up:
Robot 1 Name: Abilities: (you can select up to 8 abilities, but they MUST be ones the robot can equip normally in the Prototype, like you can't give Fire Man the Rain Flush ability, but he can equip Pharaoh Shot if you want. Unlike in the example, though, your robot can use your chosen abilities at level 1, so Fire Man can start right off with charging his Pharaoh Shot if he wants, and then upping his attack with Atomic Fire the next turn, all at level 1. Fire Man can also equip an ability global to all robots like Attack Boost, as well)
Robot 2 Name: Abilities:
ETC...
You can select up to 8 robots to join you this game. Do you want to do a fairly balanced team, or do you prefer a team that excels in one area, like maybe including Roll, Disco, and Rhythm to increase your team's healing powers? It's your choice! Robot 1 will be your active robot at the start of every battle, so choose your first robot wisely!
Let me know if you have any questions. I'll put up a leaderboard later to show how far people have got in this game.
UPDATE 1: I have decided to allow players the choice of selecting any of the currently fightable Robot Masters from the other games (Killers and Slur are not allowed, though the Killers may appear later). If you select a normally un-playable character, though, just know that they are limited to the abilities currently unavailable, though, so for example Stone Man cannot use Power Stone since it's not in the game, but he may use other Earth abilities.
Update 2: Robot team display slightly edited to make it more readable by eliminating unnecessary space.
Update 3: All of the robot data that was displayed here has been moved to this profile.
Posts in this thread now will only consist of displaying the LE and WE of all robots in the battle, as well as the results of the last turn completed. All other information can be found in the profile link.Leaderboard Rank: Name , Battles won in a row
Whew, I think that data overhaul will work for the time being...I kind of want to keep the formatting I got going, so I'll pass on the Google Drive idea. Also, moving the fields to the profile really opened up the space...I might actually be able to use formatting on the battles again.
tobyjoey
Turn 1
Dive Man was switched out to put Snake Man on the active slot. Crazy Cannon A attacks Snake Man with Cannon Shot! Snake Man loses 49 LE! Snake Man uses Attack Boost! -2 WE, +18 ATK
Comments: I see what you're planning to do, but considering how much damage Snake Man took just now, just keep in mind Snake Man's current health...
Crazy Cannon B attacks Wood Man with Cannon Shot! Wood Man loses 17 LE! Wood Man uses Attack Boost! -2 WE, +11 ATK
Turn 5
Crazy Cannon B attacks Wood Man with Cannon Shot! Wood Man loses 17 LE! Wood Man uses Attack Boost! -2 WE, +12 ATK
Comments: I think you and tobyjoey are thinking the same thing...but seems even Leaf Shield isn't blocking much damage. Crazy Cannons are pretty powerful.
Drill Man attacks Skullmet A with Bubble Lead! Skullmet A loses 40 LE and 5 overkill! Skullmet A is disabled! Pyre Fly A is switched to the active slot. Pyre Fly A attacks Drill Man with Pyre Flame! Drill Man loses 11 LE!
Your Team
Drill Man (Active) LE: 74/100 WE: 10/10
Needle Man LE: 16/100 WE: 7/10
Pharaoh Man LE: 86/100 WE: 10/10
Bubble Man LE: 100/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Bomb Man LE: 100/100 WE: 10/10
Guts Man LE: 100/100 WE: 10/10
Disco LE: 150/150 WE: 10/10
Enemy Team
Pyre Fly A (Level 1) (Active) LE: 60/60
Pyre Fly A (Level 1) LE: 85/85
Skullmet A (Level 1) LE: 0/65
Skullmet A (Level 1) LE: 0/40
Skullmet B (Level 1) LE: 0/40
Skullmet C (Level 1) LE: 0/40
Pyre Fly B (Level 1) LE: 0/60
Pyre Fly C (Level 1) LE: 0/60
tobyjoey
Turn 2
Snake Man was switched out to put Knight Man on the active slot. Crazy Cannon A attacks Knight Man with Cannon Shot! Knight Man loses 27 LE! Knight Man attacks Crazy Cannon A with Oil Slider! -4 WE It's super effective! Crazy Cannon A loses 55 LE and 7 overkill! Crazy Cannon A is disabled! Beak A is switched to the active slot.
Your Team
Knight Man (Active) LE: 78/105 WE: 7/10
Dive Man LE: 105/105 WE: 10/10
Elec Man LE: 105/105 WE: 10/10
Ring Man LE: 105/105 WE: 10/10
Turbo Man LE: 105/105 WE: 10/10
Snake Man [+18 ATK, ATK: 137] LE: 56/105 WE: 10/10
Wave Man LE: 105/105 WE: 10/10
Shadow Man LE: 105/105 WE: 10/10
Enemy Team
Beak A (Level 1) (Active) LE: 40/40
Crazy Cannon A (Level 1) LE: 30/30
Crazy Cannon B (Level 1) LE: 30/30
Crazy Cannon C (Level 1) LE: 30/30
Beak A (Level 1) LE: 50/50
Beak B (Level 1) LE: 40/40
Beak C (Level 1) LE: 40/40
Crazy Cannon A (Level 1) LE: 0/55
Retro Pikachu
Turn 6
Wood Man attacks Crazy Cannon B with Search Snake! -2 WE It's super effective! Crazy Cannon B loses 35 LE! Crazy Cannon B attacks Wood Man with Cannon Shot! Wood Man loses 17 LE!
Proto Man is switched out to put Mega Man in the active slot! Met A attacks Mega Man with Met Shot! Mega Man loses 4 LE! Mega Man attacks Met A with Hyper Bomb! -4 WE It's super effective! Met A loses 32 LE!
I'll get back to this sometime this week, just wanting to double check to make sure the current system I got is manageable (and see if I can do some programming on the side to make determining damage and such easier to do, and perhaps actually have a fairly consistent "Random" Number Generator to determine dropped items and criticals), and BitMan, is your movement set final? You can have up to 8 abilities per robot. If you're fine with what you got, then I'll add you in.
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