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.
After completing the single player campaign(s) in the Mega Man RPG Prototype, a new set of collectibles are unlocked called Field Stars and Fusion Stars. These stars can boost your element abilities to new heights, but require a lot of footwork to collect.
Here's an except from the game:
A powerful new form of elemental energy has appeared in world of the prototype! Starforce appears in the form of Field Stars and Fusion Stars that must be collected by the player to boost all damage of the same type. Curiously, starforce owned by a player will resist the starforce owned by opposing players and vice versa. Neutralizing the effects of starforce on both sides is possible in some circumstances.
Many of the new stars have formed in previously secured areas, reviving defeated robot masters with greater power and attracting the attention of other robot masters wandering the prototype. Only 24 Field Stars and 12 Fusion Stars have been identified so far, but rough estimates for the total number are well over one thousand.
It is your mission to track down these new stars and liberate them from enemy forces, simultaneously crippling their elemental abilities while boosting ours.
Collecting stars might seem daunting at first, but it's actually pretty straight forward if you can remember a few things:
Field Stars can be found in any of the Chapter Two robot master fields and grant +10% power to all abilities of one elemental type (ie. +10% Flame)
Fusion Stars can be found in any of the Chapter Four fusion fields and grant +20% power to all abilities of up to two elemental types (ie. +10 Flame and +10% Water)
Every star is unique and associated with a specific elemental field, with exactly one appearing on any given mission (including fusion field variations)
Defeat all target robots in a given mission to collect the star and combine its power with your own
Collecting stars beyond the identified 36 will require heavy use of the Player Editor and may not be for the feint of heart
Posted on May 15th, 2016 at 10:05pmEdited on 2016/05/15 at 10:07pm
Posted 2016/05/15 at 10:05pmEdited 2016/05/15 at 10:07pm
New Starforce Resistance Mechanic April 10th, 2016
An update has been made to the Starforce mechanic that should finally balance the relative power levels in Player Battles.
Starforce collected by the player will now resist Starforce collected by the opponent, up to and including neutralizing the opponent's boosts completely. To be clear, Starforce will not increase the user's defense - it will only reduce the effectiveness of the target's Starforce against their own robots. The total Starforce boost on an ability's damage is now equal to the user's Starforce level minus the target's Starforce level - if the resulting value is greater than zero then the damage will be boosted, otherwise the damage will be unaffected by Starforce entirely.
As an example, let's say your robot is about to be hit by an opponent's Flame type attack in a Player Battle. You and your opponent have already collected a handful of Flame type stars, with you having only 2 and your opponent having a total of 8. Even though your opponent has 8 Flame stars, 2 of those are neutralized by own leaving the opponent with only 6 effective stars (and a 60% damage boost). In situations where the defending robot has Starforce equal to or greater than the opponent, the damage boost is simply cancelled (rather than the base damage being inverted or converted to recovery in some way).
This change will have little effect on battles in the single-player campaign, but for Player Battles the effect will be far more pronounced. Starforce boosts will now be scaled relative to each player's progress in collecting them all, so if both have already collected all 1024 stars... the effect of Starforce will be completely balanced/neutralized on both sides! This should give Player Battles as a whole a much more fair and predictable challenge.