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TheDoc | Mega Man RPG Prototype Leaderboard

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TheDoc

TheDoc is a contributor and a legacy player of the Mega Man RPG Prototype with a current battle point total of 750,666,203,816 and a zenny total of 12,307,959. TheDoc created his account on June 11th, 2013 and has since completed 1061 different missions, unlocked 3 playable characters, 38 robot fighters, 101 special abilities, and 1024 field stars. TheDoc's most-used playable character is Dr. Wily, and his top 5 favourite robots appear to be Needle Man, Bubble Man, Ring Man, Elec Man and Toad Man.

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Posted on May 23rd, 2015 at 11:13pm in "Prototype Devroom : Sunday Night Chatroom" #1
I may not be able to come at the beginning depending on when I have dinner. I think we're planning on 6:00 right now, but after that I'll be able to get on.
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Posted on May 13th, 2015 at 10:02pm in ""20 Questions About....."" #2 ( Edited : 2015/05/13 at 10:11pm )
1. What got you interested in coding? From what wellspring of your heart doth thy passion for Computer Science bloom from?
2. What drew you to the Prototype?
3. To compile Ender and ToB's questions, what's the origin of TailsMK4? Why Tails and why MK4?
4. Favorite Megaman series?
5. Favorite video game series?
6. What do you love most about Megaman?
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Posted on May 5th, 2015 at 10:12pm in "Challenge System" #3 ( Edited : 2015/05/20 at 11:58pm )
Getting Around the Rules - Defeat an enemy (robot OR mecha) with an ability containing an element that he/she/it has an immunity or affinity to.
The Underdog - Gain the Star symbol on your profile without any maxed out robots.
Core Vulture - Get a core off of every enemy in one battle (Must have at least 4 core-giving opponents to get this).
Umm...Do You Want These? - Sell 99x of a Core all at once.
Money to Burn - Buy 99x Yashichis all at once.
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Posted on April 30th, 2015 at 3:53pm in "Prototype Devroom : Game Suggestions" #4
@MegaBossMan : Where is this mission setup? I'd like to look at it.

King feels like the kind of boss that could easily be challenging on his own. He has a monstrous shield, a deadly axe, and his name is KING. He's just the kind of intimidating, intense robot that could stand on his own two feet against a small team of quivering peasants. BOW BEFORE YOUR KING!-Okay, I'll stop.

King has two movesets/two forms, which is something that the MMKs lack. It would make sense to pair them up with others because they're one-and-done bosses. King has two playstyles: his shield and his axe. King in shield form is more focused on defense and will utilize Shield and potentially Laser type moves (you could also give him a move where he rushes with his shield, causing Shield/Impact damage). King in axe form is much more offensive, lashing out with Cutter and Swift moves (and maybe Laser? he did shoot that one Gemini Laser in the game). If you pair this with another boss, it could overshadow King's unique potential and require him to be nerfed. That said, what if he had just his shield for a paired fight and either had both forms or just his axe in a second solo fight?
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Posted on April 30th, 2015 at 1:40pm in "Prototype Devroom : Game Suggestions" #5 ( Edited : 2015/04/30 at 1:42pm )
@TailsMK4 : The reason I had said King was listed as playable was because he's in the robot database, but so are the MMKs...That was stupid of me. Fixed.
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Posted on April 30th, 2015 at 10:56am in "Prototype Devroom : Game Suggestions" #6 ( Edited : 2015/04/30 at 1:41pm )
@Retro Pikachu : The ideas given here are interesting, but I personally would rather that these stage gimmicks be abilities of the boss himself, not the stage. That way it feels like it's the boss's power, not just the stage. Iunno, I guess it's a matter of opinion. Anyways, onto the suggestions:

Enker
As a Stage Mechanic:
AoE moves (depending on the health of the crystals) would decimate this mechanic. Enker might waste his turn(s) healing a crystal just to see it, himself, and the rest of his crystals get hit in the same turn.
As a Boss ability:
At a certain amount of health, Enker would be able to occasionally use the ability to create 2 Mirror Pillars that send any attack aimed at Enker right back to the player. The player must destroy these pillars in order to attack Enker again. Also (Idk if this can be easily coded), AoE attacks that successfully destroy the two pillars will not hurt Enker as well, but will not be reflected at the player.

Punk
Maybe you assumed Punk was modeled to be like a teenager because of his look and trash talk, but Punk loves to fight fair, the reason being that he likes beating people with his own strength and truly proving himself to be stronger. The last thing Punk would do is cheat.

Ballade
As a Stage Mechanic:
I think this is a fun gimmick because you can't take your time as much as you're used to; every move counts. This wasn't specified but it'd probably be fair to only have the time-bomb hit the active player; hitting the whole side the way it is now is too much. To have it hit the whole side, either have the time-bomb stay constant in its damage or have its damage intervals grow slower than what's currently suggested.
As a Boss Ability:
At a certain amount of health, Ballade would be able to occasionally use an ability to create a time-bomb that the player must destroy before 2-3 turns. If it reaches 0, the player's entire team will sustain significant damage, but if the player blows it up, Ballade will suffer slight damage. The time-bomb is dependant on Ballade; if Ballade is defeated before the time-bomb is destroyed, the time-bomb will not explode and the match will end.

Quint
I just don't like this mechanic :( I thin I understand the inspiration behind, but the effects of it don't make any sense. There's tons of Earth and Impact moves that don't rely on the ground to be there (i.e Hard Knuckle, Oil Shooter, Drill Blitz), and there's no reason why your accuracy would go down just because some of the floor went away, especially for moves like Bright Burst, Flash Stopper, etc. Also, if you can't use Earth and Impact moves, why can Quint? Besides the pogo stick, he has no advantage over you concerning these moves.

Doc Robot
With his current gimmick, Doc Robot would be an absolute breeze to beat. Just pull out an RM with an imm/aff to its own element, hit Doc Robot with an Elemental attack, and blast him to pieces. You could argue that he would have an imm/aff to the type he changes to (which doesn't completely make sense...), but then you could just use Neutral abilities. May take a long time, sure, but you're guaranteed to beat him regardless. That's not how a boss is supposed to be.

Copy Robots
Yea, the Copy Robots are a minor match. Idk how they work currently, but instead of having the moveset of your robots, how about just having a random moveset? This way you'll have to be prepared for whatever they may have.

King
If he does end up being a boss, I do like the idea of switching between the shield and axe. A stat switch between boosted defense and attack is also great (although I think that Axe form should up Attack AND Speed in place for low Defense), but instead of relying on that to be the source of his difficulty, I think that his Shield and Axe form should each have a unique ability set, once more setting bosses apart from playable robots. All in all, though, I think the King suggestion is great.

Speaking of boss abilities, I have a compromise. Keep in mind this is only if the community feels it's necessary to be able to use boss abilities (which I definitely think it's not). The Copy Shot can be used to copy boss abilities, BUT in order to keep the copied ability saved in your abilities list for available use, you must defeat the boss in that playthrough, and you can only keep the first ability copied. This way you can't bring all your Copy bots and just copy everything on the first go. This combined with a limit on robots to bring into battle should make it difficult enough to grind for boss abilities. On top of this, the WE cost of boss moves would be higher than your everyday ability when used by the player.
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Posted on April 29th, 2015 at 7:21pm in "Prototype Devroom : Game Suggestions" #7
@Bt Man : I never said they would; no matter when you unlock them, the fact still stands that you end up having to limit characters when you allow players to use them as opposed to strictly have them as innovative bosses.
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Posted on April 29th, 2015 at 7:02pm in "Official Community Rules and Guidelines" #8 ( Edited : 2015/04/29 at 7:20pm )
@MegaBossMan : I do understand a lot of the points that you brought up (moving a thread definitely would become more complicated if this happened), but I feel like it's going to get complicated anyways. You say you like the simplicity of the MMRPG Community setup, and the way it is now I agree. However, can you really call it simple and convenient if the menu bar is lined to the teeth with categories? If I'm a new member viewing a line of 14 categories, it'll get confusing as to which category to check for my thread even without the hierarchy system. The hierarchy (my goodness, can I call it the subthread system? My brain is getting tired of saying hierarchy.) subthread system also allows for easier classification in this thread. Notice how you had to describe the contents of each category. Similar to what you were saying with merging fanfics with Roleplay, it's easier to put similar categories under one banner so that viewers don't have to read through each and every category description and you don't have to go through the trouble of writing it in the first place. I do agree there are definitely some conflicts between this concept and the current features of the MMRPG forum. Some things would need to be discussed and changed.

On a smaller note, Bugs are a main aspect of Development; even if the topic itself may seem "negative", you can't deny the listing and squashing of these bugs is a vital component of improving MMRPG, which is the essence of the Development thread. It's really more of an opinion thing, though. :P
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Posted on April 29th, 2015 at 5:07pm in "Prototype Devroom : Game Suggestions" #9
@Bt Man : I don't remember where I said (feels like forever ago...), but having the MMKs as boss-only characters lets their powers be expounded on a lot more than if they were playable, and personally, I feel like the MMKs are the perfect candidates for boss-only. They have a lot of powerful moves that could become OP if they were used by players. You could argue that you can just take them out when players use them, but that just doesn't make any sense in-game.
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Posted on April 29th, 2015 at 4:46pm in "Official Community Rules and Guidelines" #10 ( Edited : 2015/04/29 at 5:06pm )
I meant to post here sooner, but oh well.

Locked threads
It depends on the thread, although I haven't looked through any of the locked topics yet, and I'm assuming that most (if not all) of them would be okay to unlock. The Mechanics section you could potentially unlock strictly so that people can ask questions for the individual issues they may be having.

Community Categories
I disagree they there should be more categories as opposed to a bigger hierarchy of categories. For example, have a category that says, say, "Fanfic". Then when you go into that, there would be two more sub-categories: Roleplay and Creations. This way you can have a more organized forum without crowding the Community menu bar with categories. In addition, you could also clean up the current categories; Bugs would go under Development, Mechanics and a new category called Guidelines could go under Help, etc. Adding more categories currently wouldn't be too bad, but if it's something you would want to continue to do in the future (which it probably is), you'll want to create different levels of categories.

As for the Chat, currently I think the number of channels is fine as is. The only reason RP and Development channels exist is that they won't interfere with one another. Those are necessities imo. I'd be much more keen adding categories to the forum as opposed to the Chat.
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Posted on April 19th, 2015 at 2:34pm in "Prototype Devroom : Game Suggestions" #11
@ThatGuyNamedMikey : "How come Mega Water S doesn't have 200 Health, by the way? He has 56 HP when you fight him, officially, no?"

You're thinking of Hyper Storm H.
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Posted on April 19th, 2015 at 2:32pm in "Prototype Devroom : Sunday Night Chatroom" #12
I have a decent amount of work that I'm only now getting a chance to start on, so if I don't show up to the SNC today, that's why. Sorry about that :(
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Posted on April 17th, 2015 at 7:32pm in ""20 Questions About....."" #13
1.) Why do you like Megaman?
2.) Be honest; what do you think of MMRPG's community vs. other communities you've been in/seen?
3.) Favorite RM in MMBN? Classic?
4.) Favorite video game villain?
5.) Favorite hobby? (Besides spriting/Perler beads)
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Posted on April 16th, 2015 at 10:07pm in ""20 Questions About....."" #14
@ThatGuyNamedMikey : Oh, how I laughed at the "Purge of March 2015".

@ThatOneEnderMan : 1.) Who is better: Megaman or Protoman? There is a right and wrong answer to this.
2.) Favorite Classic Megaman song?
3.) Hardest official Megaman game you've played (not necessarily Classic)?
4.) If you've played MMBN, do you think that Capcom did a good job with the Robot Masters' .EXE counterparts? If you want, which in particular did you like/dislike?
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Posted on April 16th, 2015 at 6:22pm in ""20 Questions About....."" #15
1. Favorite Megaman series and reason why?
2. What brought you to the universe of Megaman?
3. Favorite genre of gaming?

#2questionmoldbreaker
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Posted on April 13th, 2015 at 3:57pm in "Celebration Thread" #16
Well, that was lightning fast. I blinked and Tails shot up to first. I guess I was so used to him loitering in 4th place that I was expecting him to make a gradual climb. In any case, welcome back to the top!
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Posted on April 12th, 2015 at 8:26pm in "Official Chat Help and Guidelines" #17
I think there's also a Roleplay channel last I checked, which means that there should be NO Roleplay in other channels.
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Posted on April 12th, 2015 at 1:22pm in "Robot Master Ideas" #18
@Topmegaplaya : Please don't consecutively post like that. The general rule of thumb for double/tripleposting is 24-hour intervals, so if you have something to say before then, just edit your original post instead. Thank you!
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Posted on April 11th, 2015 at 7:30pm in "Prototype Devroom : Game Suggestions" #19 ( Edited : 2015/04/11 at 7:58pm )
@ThatGuyNamedMikey : I was gonna leave the Stardroids alone and just kinda go with it until their development drew closer, but now that you brought it up, I might as well :P

Jupiter: He flies and shoots electrcity, so I feel like this one is pretty straight-forward.
Mars: From what I know about him, he's basically a stronger Napalm Man (although Napalm should be a Flame core imo, but that's not what we're talking about right now). Explode/Missile.
Mercury: I agree with ToB that he should be Shadow/Crystal. He doesn't copy abilities to my knowledge and Crystal is very underused (not to mention that, again to ToB's point, there's already 2 Water core Stardriods).
Neptune: Your logic for saying that Neptune's Earth type should be Impact is solid to me; just be sure to keep in mind the number of Impact Stardroids there already are.
Pluto: Pluto does indeed have homing shots, but they definitely aren't missiles. I would say either a.) Keep the Impact or b.) Change the Impact to Cutter. I'm more keen on changing him to Cutter/Swift because there's already so many Impact Stardroids, original and suggested. There's a lot of other Swift cores anyways that charge you and don't have Impact abilities. I'm not saying you should, either; that'd get really redundant. Also, notice how many Cutter Stardroids there are.
Saturn: "Saturn has the ability to control time and space." - MMKB Time/Space vote +1
Sunstar: I don't really know much about Sunstar, so I can't really consult here.
Terra: He's a master of beams and lasers, so Laser is a given. I suppose also that since he has a "paralyzing" beam, you could attribute that to Electric? Well, the variety fits anyways, so I'm fine with him.
Uranus: As far as the suggestions go, there's only 1 other Impact Stardroids, so I'd be fine with keeping Earth/Impact.
Venus: His moveset is pretty much only Bubble Bombs so Water/Explode works for me.
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Posted on April 9th, 2015 at 11:25pm in "Prototype Devroom : Game Suggestions" #20
@Adrian Marceau : Disclaimer: I have never played MMV. I just know that Mercury steals health and splits himself into pieces, then reforms.

I would say that his first type is Water just because of his liquid attribute. That much is easy to grasp. The second type is where I have trouble. You could say Shadow because he steals health and because he's poisonous. I don't feel comfortable classifying a robot's core by their weapon, but you could argue him being a Shadow type, so I wouldn't count that option out yet. Another possilibity is Earth for a second type considering that mercury is a metal (iunno if that's "earthy" enough for ya), but then again there's a lot of metal robots that aren't Earth -__- On the other hand, I don't know if I feel completely comfortable just calling Water on its own. We need Mikey a decisive person.

If I had to choose, I would say Water/Shadow. Earth/Shadow may work, but it completely leaves out the liquid nature of Mercury. You don't have to worry about the # of cores; Earth and Water are equal. Do keep in mind, though, that 2 stardroids are already Water typed...
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Posted on April 9th, 2015 at 10:30pm in "Prototype Devroom : Game Suggestions" #21 ( Edited : 2015/04/09 at 10:37pm )
@Adrian Marceau : I did misread your post (I feel like I've been doing that a lot lately...). I'm content with Strike Man's resistances.

Woopsies >_>
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Posted on April 9th, 2015 at 8:08pm in "Prototype Devroom : Game Suggestions" #22 ( Edited : 2015/04/09 at 10:30pm )
@Adrian Marceau : 1.) Giving Strike a resistance to Impact suits me fine (obviously), although being made of cow-hide and rubber does warrant a resistance to Electric, too... I need to learn to read

2.) "I am personally prioritizing fun and variety of robots and abilities over the authenticity of each individual special weapon." (to the community) In my opinion, one of the main things that have been hindering the development of RM abilities is because we try to make it "canon". I understand why this has been a pattern, but with an ability list as large as this is going to be, this game just cannot afford to squeeze everything from canon. In fact, we should practice the opposite; be creative. Think outside the box of a Robot Master boss room. Trust me, there's plenty of similar-typed abilities to go around! ;D
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Posted on April 9th, 2015 at 7:13pm in "Prototype Devroom : Game Suggestions" #23
@Tobyjoey : 1.) Hard Man is weak to Impact because Hard Man is weak to Hard Knuckle. Commando Man shouldn't be weak to Explode because Commando isn't weak to Commando Bomb.

2.) Bomb Man is weak to Flame because he represents bombs; he was an expert of demolition before Wily hijacked him. Commando Man is very different, as he was in charge of disarming bombs, namely mines. With his line of work in mind, it would be natural for him to be built so that he would be resistant to bombs, not especially vulnerable to them.
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Posted on April 9th, 2015 at 5:45pm in "Prototype Devroom : Game Suggestions" #24 ( Edited : 2015/04/09 at 5:53pm )
@MetaKirbSter : 1.) No normal RM dual-cores. I can't speak for Adrian, but I'm pretty sure that's a rule.
2.) Tengu Man is based off of a bird, flies around in the air, and even his weapon has a Wind-based title. I think keeping his Core as Wind is the best way to go. Imo a RM's core should not be based off its abilities alone.

I was reading up on the MM10 database and noticed that Commando Man is weak to Cutter. Not only is Strike already weak to that, but Nitro Man's core is Swift. I strongly think that Commando Man's weakness should be to Swift, not Cutter. Also, because of his weakness to Explode, he's basically weak to his own weapon. That should probably just be removed completely.
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Posted on April 9th, 2015 at 5:30pm in "Prototype Devroom : Game Suggestions" #25 ( Edited : 2015/04/09 at 5:41pm )
@MegaBossMan : Argument #2: Wait, resistance? I thought we were discussing weaknesses? I was saying that Impact would be an immunity and Nature a weakness, but like I said, the Nature weakness was a bit of a stretch...

MAN IDK ANY WEAKNESSES FOR A BASEBALL. *sigh*

....Actually, maybe we can use this to make Strike Man unique. What if he only had the Cutter Weakness? In return, he would only have one resistance as well, this being the current resistance Electric (lol CURRENT resistance see what I did there? :D ). This way, he's less vulnerable to elements and less protected from them, too. The average robot is more affected by element with two weaknesses and/or two resistances. I would say you could even potentially scrap the Electric resistance, but Cutter is too common of an element to do that. Whaddya think?
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Posted on April 9th, 2015 at 4:59pm in "Prototype Devroom : Game Suggestions" #26 ( Edited : 2015/04/09 at 5:13pm )
@MegaBossMan : Argument #1: I was actually pretty indifferent as to which way to go, but your first point alone made sense to me: Snake Man isn't weak to missiles as much as cutting attacks. Ya lost me with the Shadow Man thing, though :P

Argument #2: If anything, Strike Man should have an immunity to Impact (haven't checked the database for other MM10 immunities, though, so correct me if there's a problem) for the exact argument you have for its weakness. Baseballs can be whacked as hard as you want and still be 100% fine; in fact, they have a whole game made around that simple fact. I don't understand why Impact would be a weakness.

I guess if you want to change the weakness from Flame (which makes sense; I don't really see a baseball being weak to flames), you could say.....ummmm.......Nature, maybe? My only reason for saying this would be that baseballs can be hit into forests or other plant life and just abandoned, never to be seen again until it decays into whatever baseballs decay into. Tell me if that's too much of a stretch...

Also, hate to burst your bubble, but Rebound Striker is set to be Impact/Swift :|
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Posted on April 9th, 2015 at 2:35pm in "Prototype Devroom : Game Suggestions" #27
@rotomslashblast : Hilariously enough, we just debated that over the last two pages of this thread. Adrian hasn't confirmed anything yet, but I personally agree that he should be Swift.
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Posted on April 9th, 2015 at 2:18pm in "Prototype Devroom : Game Suggestions" #28
Quick thing I noticed: Snake Man is resistant to Missile, which cancels out the super-effectiveness of Needle Cannon against him. I would suggest that this be changed, either by removing the Missile res or by switching his weakness to Missile and removing Cutter from his attributes. (Keep in mind that making Cutter a weakness leaves that robot very vulnerable to super-effective shots, what with the number of Cutter abilities, so I would follow up with another res.)
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Posted on April 8th, 2015 at 12:20am in "Rhythm's Random Perler Bead Showcase" #29
@Rhythm_BCA : Man, that group shot though.

How did you do it? Do you normally make each robot separately then put them together and work out the kinks? Or do you like just envisioning it in your head? I've tried some spriting myself, but some people just have that talent!

Seriously, I can barely believe that you made this out of BEADS.
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Posted on April 7th, 2015 at 7:38pm in "Prototype Devroom : Website Suggestions" #30
@MetaKirbSter : Like I said in chat, it's possible but you're making too many tiers without any basis. The requirements posted are very vague, and the experience bar is basically making a game out of it. The ranking system is made to recognize those who have contributed/have been chosen to contribute to MMRPG more so than the average member, not to act as an out-of-game achievement system.

Depending on how Adrian opens positions up, more and more recognition is definitely an option, but not currently imo.
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Posted on April 7th, 2015 at 5:03pm in "Important Announcement : Welcome New Community Moderators" #31
@MetaKirbSter : This isn't the thread to talk about your idea. You've already posted this in Website Suggestions, so please stop discussing it in this one.
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Posted on April 6th, 2015 at 1:31pm in "Important Announcement : Welcome New Community Moderators" #32 ( Edited : 2015/04/06 at 1:34pm )
Hey, congrats Mikey! With great power comes great responsibility...

Nah, you'll do fine. :)
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Posted on April 6th, 2015 at 1:29pm in "2015 Update Preview : Stats, Alts, and Elemental Forces" #33
@Adrian Marceau : Yea, it never really made sense to me how it only hit the enemy (up 'til now, that is). This probably won't halt Rain Flush abuse, but it at least nerfs it moderately and makes it more realistic.
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Posted on April 6th, 2015 at 12:22am in "Prototype Devroom : Sunday Night Chatroom" #34 ( Edited : 2015/04/06 at 12:23am )
6.) I would like to prescribe aversion therapy to Mikey that would consist of hooking him to an electric chair and shocking him every time he's unable to describe what Starforce will do in the next Update. Just give me 10 minutes...
I swear I'm licensed :)

Umm, I'm unsure what the consensus on Mikey's suggestion was, but in the case that Mikey is still onboard with the 2,500 star selection suggestion, I disagree. On top of the fact that Starforce basically balances itself out now regardless of quantity, I would NOT want to take the time out of my day to pick and choose 2,500 stars that I take with me every battle. Also, that'll be a lot of interchanging if I start using different robots.

This, however, is only if the issue was unresolved (and by what I saw, it was resolved just fine), so ignore this if that wasn't the case.
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Posted on April 6th, 2015 at 12:22am in "Prototype Devroom : Sunday Night Chatroom" #35
Part 1/2

Okay, here we go.

1.) I thought the Freeze encasing move was a great idea BECAUSE it didn't do any damage; it was an elemental support move, and the first of its kind, too (at this point in the chat, anyways). I (think I) suggested that Freeze Cracker be made the T1 because a.) it's a basic standalone attack. That is the outline of a T1. b.) Freeze Cocoon would be the new T2, as I believe it has a lot of potential (although we are adding another T2 Shield type. We do have to get some T1 Shield types in there sometime...). I also want to say that we shouldn't be so quick to dual-type the Megaman weapon of every RM, because then our creativity is limited to T1 boundaries. Be honest with yourself: is it easier to come up with a basic standalone move for T1 or a more extravagant, strategic move for T2?

2.) I understand that canon (MM Classic, MMBN, and otherwise) is basically the sole inspiration of the abilities so far, but I think we need to be more creative. And yes, I am saying this because of the Junk discussion. Copies are inevitable if you only base the abilities off the canon because Capcom was too dang lazy to make good bosses. JUST LOOK AT TOAD MAN!!! limited in the spectrum of boss moves they could make; the fight took place in a box. Always. (Except Megaman X because Megaman X is awesome) Thus, copies were indeed inevitable, and copies are inevitable here if you base the abilities off the copies.

Instead, open your mind to everything you could imagine these RMs to do. For example, what if you gave Junk Man something like Junk Claw, where he simply rakes the enemy with his junk claw hand....thing  [size-smallseriously what is that...[/size-small] multiple times a la Fury Swipes. Yes, you could argue that it's Earth/Cutter or Earth/Swift, but honestly you could argue double/single types for most of these abilities. It doesn't have to be 100% accurate as long as it creates a good, fun ability/robot/game.

3.) I think Cloud Man should have Electric/Wind for to his T2 to Mega B's point earlier in the chat; the wind is constantly pushing you back throughout the battle, not the rain. As for the randomness effect, I feel like that's getting very overused, especially in T2s. Maybe something like hitting the first three RMs with either Electric or Wind type damage (and push the front RM to the bench)? In this case, you wouldn't want to make it hit them randomly because then you might accidentally hit someone with their imm/aff and that takes away the strategy aspect.

4.) Honestly, Rain Dance sounds like an incredible name, but the mechanics for it discussed in the chat were really OP. The fact that Rain Dance a.) boost the Field Multiplier, making Rain Flush that much more deadly b.) heals the RM, making it at least slightly easier to use it and c.) costs 2 WE FOR TOAD MAN!? Partly depending on the health recovered, that could be abused to heck and back. Just keep spamming Rain Dance and boost the Mult. while healing yourself, then Rain Flush the poor saps once you've used it 5+ times (because you recover WE every turn). Eek. I suggest making Rain Flush T2 and coming up with something basic for T1 like Toad Hop Slam (a la body slam) because there's no jump sprites :P

EDIT AFTER READING THE WHOLE THING I'm sorry I'm ADHD: Well, Rain Dance was seriously nerfed as of.....5 minutes ago  
sorry for jumping the gun there...
The new proposed Rain Dance sounds like you can't decide what you want it to do: +10% Health isn't going to help much when the enemy attacks, +10% WE isn't going to help much when you're using at the very least +20% to use this ability (also benched robots already recover 20% WE every turn), and +10% Water....isn't very effective, at least for a T2 ability. I wouldn't use Rain Dance the way it is now.

5.) I disagree with allowing T1s that just inflict status effects and don't do damage. T1s should be basic standalone abilities. When making T1s, I think we should make them with the mindset of a CPU RM having no abilities except the T1 (kinda like it is now for the MM1 campaign). Keep in mind that even if they do have other abilities, CPUs tend to use T1s as their go-to. Do you find them constantly inflicting status changes as effective standalone abilities?
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Posted on April 5th, 2015 at 2:44pm in "Prototype Devroom : Sunday Night Chatroom" #36
Oh yea, this is a thing.

I'm unsure if I will be able to attend the chat because I've, uh, been procrastinating my work on top of the fact that I may spend a little more time with my family before going back (yea this past week was my break...). Like I said, I can't say one way or the other, but if I had to be decisive, I'd say don't count on me coming. :|
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Posted on April 5th, 2015 at 1:24am in "595 Base Stats?" #37
@Adrian Marceau : Ummmmm.....

Uhhhhhhhh......
Did you say....Hard Man quote?.....
Oopsies......
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Posted on April 5th, 2015 at 1:17am in "2015 Update Preview : Stats, Alts, and Elemental Forces" #38 ( Edited : 2015/04/05 at 1:21am )
Hah! So the MMKs are still bosses! I win case closed :)

Also Poison is spelled wrong on Posion? Snake.
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Posted on April 5th, 2015 at 1:13am in "Official Question and Answer Thread" #39 ( Edited : 2015/04/05 at 1:16am )
@rotomslashblast : You have to remember that Starforce is based on the field type, not the RM core type. My guess is that although Terra himself is dual-typed, his stage will single-typed, and that's what the Starforce will be based off of.

...is what I would say if Terra's not a boss. Keep in mind the possibility that he (and therefore his stage) may not be unlockable.
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Posted on April 3rd, 2015 at 12:08am in "Celebration Thread" #40 ( Edited : 2015/04/03 at 12:10am )
@Tobyjoey : Adrian might not, but what about Mega B?.....

Dat skeptical cat tho
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Posted on April 2nd, 2015 at 11:26am in "Just some questions." #41
@Bt Man : I wasn't complaining; I was simply giving an example of how the Electric nature of Bright Man's design was not overlooked in the prototype.

@rotomslashblast : Sorry to burst your bubble, but I just re-read your post and, uh, Gravity Man is going to have an Electric core, most likely because we don't want to have two RMs from the same generation having the same core. Ehehehehe....
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Posted on April 2nd, 2015 at 11:16am in "Important Announcement : Welcome New Community Moderators" #42 ( Edited : 2015/04/02 at 11:25am )
Welcome to the community! I do appreciate your enthusiasm of the formatting (it is pretty neato :P), but there's two things you need to know about:

First off, don't double post (let alone triple post) with one minute of each other. It unnecessarily floods the thread; just edit your original post. At most, DPs should have at least 24 hours in between each other.

Secondly, I don't understand what you're trying to say (I'm assuming it's formatting practice), but this is not the thread to say it in. I think you're looking for either this thread or this thread.

Please pay attention to these two things when posting in the Community. Thanks!
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Posted on April 2nd, 2015 at 1:01am in "Official Question and Answer Thread" #43 ( Edited : 2015/04/02 at 1:10am )
You mean, like elec-man this?

If so, that's in +Show Formatting Options, too. You just have to put them in elemental formatting as shown below (CPed from +Show Formatting Options)

[type]{freeze} | [dual type]{freeze_flame}
type | dual type

If I didn't address your question, sorry 'bout that; I'm just having a hard time understanding what you're asking :|
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Posted on April 2nd, 2015 at 12:57am in "Celebration Thread" #44
*/me posts this on April 2nd. Way ta go, Doc*

...........Wait a sec.........

......Is this an April Fools thing? Because Adrian has an amusingly cruel sense of humor if it is.
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Posted on April 1st, 2015 at 10:18pm in "Celebration Thread" #45
@TomBossHanksMan : Awwwwwwww I wanted them to be boss-only :'( I am glad to see that, since you have to figure out how to unlock them, they're basically hidden characters, though. I'm a sucker for things like that.

HOPEFULLY, their boss versions will be stronger than their unlocked versions (maybe you could have boss-exclusive abilities or something? Like rage abilities?), and it's good to see that at least one "MMK" is staying boss-only. May not 100% agree with the decision, but I can't exactly say they won't be fun to play, either! :D
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Posted on April 1st, 2015 at 10:10pm in "Just some questions." #46
It's also worth noting that Bright Man was given due credit to his Electric nature through his stage, which is primarily Electric instead of Time (in fact it doesn't have a Time multiplier at all).
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Posted on March 30th, 2015 at 9:46pm in "Official Typos and Misprints Thread" #47 ( Edited : 2015/03/30 at 9:50pm )
Hard Man's start quote spells sandwich wrong:

"Hey punk! I've got a knuckle
sandwhich
with your name on it!"

Also something I've noticed (which may not necessarily be a "typo" but now's a good time to mention it) is that much of the font formatting doesn't read spaces, as shown in the quote above.
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Posted on March 29th, 2015 at 11:53pm in "Mikey's PERMANENT ideas thread." #48
#1-#3: I'm not really gonna say anything here as it's mainly up to Adrian to respond, but just a quick note on #2: a limited SNC may cut down slightly on the inclusive factor of development. Again, idk how much Adrian wants to open up to community opinion (because obviously some things need be decided by Adrian and co.), but even if he does decide to restrict this particular topic, it's not a biggie; I'm not gonna vehemently argue here.

#4: You've brought this up quite a few times in chat, so I'm glad it can be officially addressed now. Idk why you want to restrict it to Normal and Difficult, but if you want to discuss its canonicity, MM10 (idk about 9 didn't play it) had Easy, Normal, Hard. In fact, Rockman 2 technically didn't have difficulty levels (the Japanese version).

If you're saying that 3 difficulty levels is too much unnecessary work, then....you're not wrong in my eyes, but I think that's Adrian's decision to make, considering he's the one doing it. From where I"m standing, I agree that 3 difficulty settings seems like overkill, but that's because I haven't seen the full fleshed-out game yet.In fact, as a whole, I'm very uncertain of how I feel about these difficulty settings because I'm unsure how they're going to affect gameplay. For example, more BP and less turns does not make something more difficult.

#5: I've said this before: speaking for Adrian then appealing to the community to urge Adrian to slow down isn't fair to him. Let him decide how much he's "overworking" himself and how much content can wait. If he works himself into the ground, that's his choice; let him live his life. He's already busy without the community telling HIM what the update/prototype is going to have. I'm not trying to oppose you being considerate to him, but it's not our place to suddenly decide what Adrian does and doesn't make when he hasn't said anything on the matter. He does have a plan for this update and this game.
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Posted on March 29th, 2015 at 5:45pm in "Prototype Devroom : Sunday Night Chatroom" #49
*looks around*

*sees torn, half-full bag of popcorn in the trash*

*pulls out and hands to MBM*

My work here is done.
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Posted on March 28th, 2015 at 11:07pm in "Prototype Devroom : Game Suggestions" #50 ( Edited : 2015/03/28 at 11:30pm )
@MegaBossMan : I was about to rant on MegaBossMan's points on Slash Man, but then he agreed so this is awkward.... Regarding Turbo Man & Spring Man's relation to Electric, though:

1.) Turbo Man does indeed benefit from Electric just like Spring Man, and the basis of giving him an affinity to Electric is because his benefit is "more" significant than Spring Man's, but instead of arguing semantics, let's step back for a second and consider how aff and imm have been decided thus far. Take (the majority of) the Flame cores: those with Flame affinities are because adding Flame to Flame just results in a bigger flame. Same with Elec Man and Plug Man, only with Electric. When you consider a car getting struck with electricity, however, we know that cars don't get supercharged when, say, hit by lightning. Yes, they're immune to it (people have been inside cars when lightning hits it and been completely safe), but the car itself doesn't benefit from it. This is the epitome of an immunity.

2.) The problem then is what do we do with Spring Man? I would give Spring an affinity to Electric (although this suggestion isn't nearly as strong because you could potentially use my previous argument to oppose this). The reason why being is that, unlike the entirely of the car, the entirety of the spring is made of metal, which conducts electricity. Instead of simply getting hit and being unaffectedlike the car, the electricity in a sense becomes part of the spring. The question now is that does this count as an "affinity", because even though the spring is now electrified, it may not necessarily "power up" the spring.

Feel free to rail on these arguments (especially the 2nd :P ); I just prefer not having two affinities or immunities to the same type in the same generation. If push comes to shove it's not a biggie. Affinities and immunities are enough of the same nature to not worry about sweating the small stuff.
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