Attention! This is a legacy build of the Mega Man RPG from 2022 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.
Use this thread for any and all questions that are easily answers in one post.
Things like "where is X?" or "how do I unlock Y?" are appropriate for this thread, as are questions like "how does Z work?" and the like.
What is not appropriate for this thread are questions like "what is your favourite X?", "why do you suck?", and opinions or suggestions. That type of feedback has it's own thread.
So, let's start. I would like this to be a communal Q&A and everyone can help out the new members. If this thread gets long enough I'll have to add some kind of page-system, but for now it should be fine. Thanks for playing!
Official Question and Answer Thread Posted by Ageman20XX on January 14th, 2014 at 10:20pm Viewed 17894 Times
Posted on January 14th, 2014 at 10:38pmEdited on 2014/01/14 at 10:40pm
Posted 2014/01/14 at 10:38pmEdited 2014/01/14 at 10:40pm
#1
How does this differ from the FAQ thread? Or did you make this because everyone was posting their questions there?
EDIT: I'll post my question here then.
Are you supposed to unlock ALL of a Robot Master's abilities (granted they are the appropriate level) when you unlock them? I fought a Lvl 5 Iceman and only got him and his Ice Breath. I tried to equip Cutman with Ice Slasher (Freeze/Cutter Type) because I noticed that Iceman had it, but it didn't show on Cutman's Ability List. Did I overlook something?
Posted on January 14th, 2014 at 10:39pmEdited on 2014/01/14 at 10:41pm
Posted 2014/01/14 at 10:39pmEdited 2014/01/14 at 10:41pm
#2
How do I unlock Rhythm? Supposedly, you're supposed to be able to unlock her by failing as Dr. Cossack 3 times, but I haven't been able to unlock her despite intentionally running face-first into Bright Man as Ice Man several times. Is there a part of this I'm missing?
Posted on January 14th, 2014 at 11:04pmEdited on 2014/01/15 at 9:08am
Posted 2014/01/14 at 11:04pmEdited 2014/01/15 at 9:08am
#3
@xColdxFusionx: You are correct in the method, but if it's not working that's a problem. I've tweaked the code for the unlocks - can you reload the window when you get a chance and let me know if it pops up or not? :S
@TheDoc : I think I'm going to remove the other FAQ thread, it didn't make a lot of sense and I like this one better. About the abilities though, you are correct in how it should be working. As long as Dr. Light himself has unlocked the Ice Slasher, he can equip it to other robots. I've made a few tweaks to the code - could you also try reloading and then going to the robot editor? I think I might have fixed it.
Looks like this is gonna be another bug-report thread, huh. :|
Still isn't there :/ and what's worse it that this is still an issue for me: 1.) I leveled up Iceman (Lvl 6) and he STILL didn't unlock the Ice Slasher for the others. 2.) I disabled and unlocked Lvl 6 Fireman and he didn't give the others Attack Burn, just Fire Storm. On the other hand, all the other Robot Masters I got under Lvl 5 successfully unlocked their Lvl 5 abilities for the others when they reached Lvl 5.
How exactly does the "type" function work? I seem to be having trouble grasping it. I had presumed that the desired type went in the curly braces and the desired type went into the brackets, but it seems no matter what I type up, I'm getting a neutral reading. Could it be because of capitalization? Beyond that, how does one get a dual-typing?
Posted on January 15th, 2014 at 7:40amEdited on 2014/01/15 at 7:52am
Posted 2014/01/15 at 7:40amEdited 2014/01/15 at 7:52am
#6
A proper formatting help guide/thread thing would be greatly appreciated indeed, many people (including me) seem to have problems with formatting different kinds of stuff. And even though you added back the formatting help lines under the reply box, some explanation would still be nice. Because even I can't remember how dual-type text works.
Posted on January 15th, 2014 at 9:06amEdited on 2014/01/15 at 9:13am
Posted 2014/01/15 at 9:06amEdited 2014/01/15 at 9:13am
#7
@TheDoc Wow, I really suck sometimes... I went into the code again and I made a very silly, stupid mistake that was preventing the "convert robot abilities to player abilities" script from working. I logged in as a new user and replayed a few missions, specifically Ice Man's, and I can confirm that the Ice Breath and Slasher were both unlocked for Dr. Light. Sorry again for the trouble - cross-equipping abilities is one of the coolest features and being unable to utilize it must have really been a pain. Thank you again for your patience!
@CHAOSFANTAZY @Brorman : You're both right, I should have a proper formatting guide up somewhere. -_- Anyone wanna write one for me? :P But to quickly answer your questions, you put the words you want coloured in square brackets [like this] and then immediately after you add the type name in curly braces like {this}. There cannot be any spaces in between the two different brackets and the type names have to be all lower case. That way something like [Adrian sucks] and {time} would produce Adrian sucks once you remove the space in between. For dual types, you just connect them with an underscore. [Adrian isn't so bad] and {water_electric} combine when stuck together to form Adrian isn't so bad. Does that help at all? :S
What exactly was the thought process behind designing the three Copy Core classes and their respective doctors? I'm most curious how the attacks (especially the Busters) were designed, and how the weaknesses and resistances for each were decided.
As boring as it might sound, my thought process on those was actually pretty simple. The universe seems to always give us things in threes, especially in video games, and Mega Man was no exception.
There are three known doctors in the classic Mega Man series (Dr. Light, Dr. Wily, and Dr. Cossack), there are three primary hero-type robots that have been playable and can all apparently use the Variable Weapons System (Mega Man, Proto Man, and Bass), and - not counting Energy - we have three main stats in the game (Attack, Defense, and Speed).
It just seemed natural to use these coincidences to my advantage and create a set of moves and mechanics around them. After I had decided on the three main busters, I assigned them based on how I thought each doctor would behave in battle. Wily is the most aggressive so his robot gets an Attack booster, Light appears to be more docile and defensive so his robot naturally gets a Defense boost, and then we have Cossack with Speed just because. It ends up working out well for balance, and while we don't know much about Cossack or his style I doubt he'd be against using Speed to his advantage. :P
The Roll Buster came next, and I wanted it to have similarities to Mega Man but be much more support-oriented. Once I decided the first turn would heal Energy instead of any one stat, I tied it in with Mega's buster by decreasing the target's Defense while his would raise his own. This felt like a nice parallel and allowed Roll to step up as the support robot I needed her to be. Adding Roll to the game exposed an obvious imbalance though - the other two doctors did not have a counterpart to support their Attack and Speed stats. In a lengthy process that I'll go into another time, Disco and Rhythm were created to fill that void and the effects of their abilities followed naturally.
The Light, Wily, and Cossack Busters were introduced much later in an effort to give elemental-core robots more options in battle without actually allowing them to equip the hero's busters. They really are just palette swaps, and I realize it seems lazy, but I wanted to make sure the robot masters had comparable ability options to the Copy/Neutral robots without letting them equip hero abilities and it was the easiest option. :|
Weaknesses and resistances were decided by Brorman, so I'll let him answer you on that one. :)
Posted on January 18th, 2014 at 8:04pmEdited on 2014/01/19 at 12:51am
Posted 2014/01/18 at 8:04pmEdited 2014/01/19 at 12:51am
#12
If I may speculate, at least on the topic of Mega Man:
> Thunder Beam, along with Ice Slasher and contact damage from a Big Eye, are the three things in Mega Man history that do a whopping ten damage to the player. Some people even theorize that Thunder Beam is Mega Man's weakness because of this. Hence, Electric Weakness.
> Mega Man's Wind Weakness likely stems from the ever-popular NicoNicoDouga video, "Airman Ga Taosenai" ("Air Man Cannot Die," or "I Can't Defeat Airman").
> His resistance to Shadow probably pertains to Evil Energy, him being one of only two canonical examples of having it being used as a weapon against him and surviving (The other being Duo, obviously).
Also, Roll probably has a resistance to Wind because [Insert clever joke about vacuum cleaners here].
If you're about to ask me how the resistances and weaknesses for copy core robots were decided, I'm not your man. Adrian did all the work for copy core robots, including resistances and weaknesses afaik.
But mostly the resistance and weakness balancing worked with a simple system:
1. Stick to the facts 2. When you don't have enough facts to get attributes, just think of something fitting. 3. Point system:
weakness = 1 or 2 (cutter would be 2, crystal would be 1 or less, shadow would be a 1) resistance = -1 affinity = -2 immunity = -2 or -1
Goal was to reach a 0 on every robot (preferably 2 weaknesses, I was told), but there are some cases where leaving something out would be against logic, and then you just have to deal with the results. I agree, there are some things I'd like to fix, and I'll take a look at the W/R tables at some point again.
Posted on January 19th, 2014 at 2:08pmEdited on 2014/01/19 at 2:26pm
Posted 2014/01/19 at 2:08pmEdited 2014/01/19 at 2:26pm
#18
Hey, if I may, a series of questions about some weapons I see lying loose in the database:
> Why is Proto Shield classed as a Neutral ability instead of a Shield ability? Really can't understand the rationale behind that one.
> What the Yellow Devil was the purpose of Roll Swing? It consumes all the player's energy for an attack that has a lower accuracy and less damage than a Buster Shot.
> Is it safe to assume that the unused Sticky Bond and Sticky Shot abilities are remnants of a plan (That may or may not still be in effect) to add the MM1 Concept Robot, Bond-Man, to the game?
> Why is Ballade Cracker classed as Explode/Flame? I'm not familiar with any reason for it to be Flame-type.
> I'm mostly unfamiliar with MMV's weapons, but why is Grab Buster classed as Freeze/Crystal? The Crystal, I can understand, but why Freeze?
> Why is Magic Card classed as Shadow? Again, not very familiar with MM&B's weapons, but there's nothing about Magic Card that really screams shadows and darkness to me.
> Why is Black Hole Bomb/Galaxy Bomb classed as Space/Explode? I know, it's called Galaxy Bomb, but it doesn't seem to have much of an explosion factor to it. I would have classed it as Shadow/Space.
> In general, there seem to be very few weapons classed as Copy, Crystal, and Laser, in contrast to all the Flame weapons. So many flames...anyway, are there any efforts being taken to fix this, if you feel it needs fixing at all?
And one more, but it's got nothing to do with the Database:
> I'm told that the characters from Rockman Strategy (Apollo, Luna, and the Twelve Horoscopes) will not appear in this game, due to the fact that you're not fond of them. Is this true, and if so, why are you not fond of them?
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