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Mega Man RPG Prototype Community

These Weapons “Should” be in the Game

November 18th, 2019 at 6:35pm
 
Soren
Soren
2,202,706 BP
66 TP | 1701 PP
So I decided to Continue this Thread because these are Weapons that should be Added.

Most of these Might become Passwords Because I just think they will but if you can fit 3 Attacks in a Robot Master then Ok...

Lets Get Started!
-Cut Man’s Counter Attack (Is it Counter or Critical?)
-Guts Man’s Counter Attack (But only Once)
-Ice Man’s Counter Attack
-Not Bomb Man Because I’m fine with Danger Bomb
-Fire Man’s Counter Attack
-Not Elec Man either Because it’s To much but you have Thunder Strike so it’s Fine
-Just Give Oil Man a 5% Chance of doing a Double Oil Slider

I will Continue this Soon...
These Weapons “Should” be in the Game
Posted by Soren on November 18th, 2019 at 6:35pm
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1 Comment

 
Administrator
MegaBossMan
53,376,288 BP
55 TP | 1808 PP
Posted on November 18th, 2019 at 7:24pm
Posted 2019/11/18 at 7:24pm
#1
Most of the weapons you've mentioned actually already exist in-game, they... just have been rebranded it a bit.

First things first, every Robot Master needs to have an unique identifier behind their name. You know the Rolling Cutter is obviously Cut Man's weapon, but running that same logic, Flash Man's canon signature weapon is Time Stopper, Bright Man's is Flash Stopper, Time Man's is Time Slow... so none of those make very much sense in context of the franchise naming conventions, let alone our RPG. Other Robot Masters like Dynamo Man also run into the issue of reusing signature titles of other Robots, so to keep it simple and know which Robot Master has which signature weapon without having to resort to something like the MMKB, a little clarity needed to be applied.
.... Of course, that's the reason we've continued to use it. Originally, back in the pre-pre-pre planning stages of the game, AgeMan20XX was interested in the idea of mixing and matching abilities in different ways, hence the preemptive move to make sure each ability has a signature noun to it to showcase it was a varied version. Of course, that never came to be, and so while that's been shelved, it is admittedly too late to fix anything now. Especially considering the benefit I've mentioned earlier. So all those abilities already do exist and function the same mechanically in MMRPG, but maybe the Prototype system renamed them for easier compartmentalizating and compression?

As for Drill Bomb and Copy Vision, these abilities are planned to be incorporated down the line. Each Robot Master will hopefully have two abilities to call their own by the time we finish development, and those two will be Drill Man and Astro Man's, respectively.
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