Mega Man RPG Prototype Community

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Ageman20XX
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Hello everyone! I know I'm supposed to be taking a break but like always I can't stop working on this game. :P

Now, before I go into the details, let me make some things absolutely clear:

This update will bring big changes to how stats are calculated in the game and some players are going to be upset!

This update will not include the MM5 robot masters, or any other new robots or fields!

I'm making these changes in the name of balance and diversity, and while I will do everything in my power to make the conversion feel fair for veteran players, it's something that must be done regardless of hurt feelings. It is a prototype, after all. I will completely understand of some people stop playing the game after these changes, but I hope you'll be able to see where I'm coming from and enjoy all the other good stuff this update plans to bring.

With that said, I'm excited to share some of the new content and features with you.

Let's get started, shall we?

Screenshot #1

Screenshot #1 Screenshot #2

  

Changes to Stat Limits
Mega Man's min and max stats at key levels, without a 9999 in sight Roll's min and max stats at key levels, with energy notably higher than Mega Man's

There's some good news, and some bad news regarding stats. Let's rip off the band-aid!
Say goodbye to 9999 stats (kind of)...

Each robot will now have limits for each stat somewhere below the 9999 limit of the system. The math for the limit it a bit complicated, but it works out to about 7.49 times that stat's max unassisted value. This predefined limit of about 7499 in any stat (on average) allow for the player-based stat boosts of 25% to take effect without going over the system's 9999 limit.

This means no more robots with all 9999 stats from the get-go, no matter how much grinding you've done. Robot masters will be unique once again. A Mega Man at level 100, for example, can have a minimum Energy value of 595 and up to a maximum of Energy value of 4462 (via KO stat bonuses). This limit is imposed outside of battle to base stats only, and stats can still be increased or decreased normally during the course of the fight via abilities, items, and/or player-based stats boosts (like Dr. Light's +25% Defense). In this way, it is still possible to get a robot with 9999 in something, but only under special circumstances.
Life Energy now boosted by Stat Bonuses!

Oh, did I forgot to mention that Energy can now be boosted as well? Energy was only limited to give purpose to the Heart Tanks, but now that Heart Tanks are scrapped there's no reason to exclude them anymore. Now, robots can download stat bonuses for Energy the same way they download any other stat. With this change, a support robot like Roll can get an Energy rating as high as 6697.
But... what about all my hard work?!

So, if all stats are being "nerfed", what's going to happen to players like MegaBossMan and TailsMK4 and Shadownnico wgo went through tons of grinding to get the strongest robots with 9999 in all three stats? Not to worry. Players that worked hard to get their bots to max stats will still technically have "the strongest robots" - it's just that the definition of "strongest" will change slightly.

To be clear - a robot that had been raised to 9999 stats prior to the update will have all its stats floored to whatever the new limits are, transferring any overflow to the newly-changed Energy stat (up to its own max limit, of course). And any overflow from that? We'll see. I'll either convert it to BP or Zenny unless veteran players have a better idea? Maybe at a rate of 1 overflow stat point for 100z? Or maybe 100 BP? 1000? Let me know.

  

New Alternate Costumes
Roll's robot editor screen, with new summon counter and alt costumes Disco's robot database screen, with all alternate costumes viewable

Now that the bad news is out of the way, on to the good news!
(Almost) all robots get new alternate costumes!

All unlockable robot masters and support robots will now have alternate skins or outfits, with the only exceptions being Mega Man, Bass, and Proto Man (because they already have a different colour for each element). How many does each robot get? That depends. As mentioned, the three hero bots do not have unlockable outfits, but all other robots unlock new skins based on how many times they've been summoned to battle! Standard robot masters like Cut Man will unlock one new skin for every 100 summons up to a maximum of two new colours (for now), and support robots like Roll will unlock them even faster at one new skin for every 50 summons up to a maximum of five new colours (for now).

Robots that are not yet unlockable in-game do not have alts made, but I will likely do so in the future. Any alts unlocked in the game can also be used as your avatar on the community and leaderboard, so I expect to see lots of high-level players with new mugs. :)

I should mention that all alternate skins for the support robots were made by Rhythm_BCA and he did a fantastic job. All other colour swaps were done by myself.

  

More Challenging Player Battles
Target robots in player battles are now hidden until the battle starts! Once you enter the battle though, the actual targets are revealed...

Target robots in player battles are now hidden!

Gone are the days when a player battle was as simple as selecting your opponent's weaknesses, now all target robots are hidden until the battle starts! This will undoubtedly make player battles more difficult, but having the other player's robots on display before the match was akin to letting the opponent see your hand before a game of Poker (obviously not fair).

Given the prototype's similarities to Pokémon and TCGs, I think borrowing some of their rules for player battles is okay. No items, no experience, and no idea what your target is bringing into battle until the cards are turned face-up. Now, if only there was a way to level the playing field further...

Robot levels in player battles are now dynamic!

From now on, robots on both sides of a player battle will have their levels "flattened" to the same value. The value will be mission-wide and affect all robots on the field. If the player battle's level is 20, all robots that take part in the battle (even your own) will be either increased or decreased to Level 20 (with level boosts and bonus stats adjusting accordingly).

The exact level that player battles appear in your game is determined by the highest level robot on that doctor's team at the time (rounded to the nearest 10). So, if the highest robot on my doctor's team was at level 32, then all player battle options would be rounded to Level 30 and all robots appearing in the battle would be raised or lowered to Level 30 at the start of the fight.

This will put both players on more even footing, and make for more interesting battles. Bonus stats will still take effect, of course, so robots that have been stat-trained will still be considerably stronger than their untrained counterparts overall. Even so, this level-flattening will make it much easier to use your favourite robots in battle - even if they haven't been trained much.

  

Core Guard, Star Force, and Dark Spires
The trinity of elemental forces in the prototype interact in strange and mysterious ways...

The elemental forces in the world of the Prototype are quickly getting out of control, but a new mechanic looms in the distance...

Robot Cores - conceived and programmed by Dr.'s Light and Cossack - act as the energy sources for the robots that appear in the Prototype. They allow a robot to use abilities that match their core, and grant a +1% defense boost to received elemental damage of the same type. When collected by the player, their combined Core Guard can boost the elemental resistance of a given type by up to 99%!

Field and Fusion Stars are a powerful, alien energy source introduced into the Prototype by Slur as a means to revive her fallen army and prevent our heroes from escaping her plan. Field Stars grant a +10% attack boost to dealt elemental damage of the same type. Fusion Stars work in much the same way, but contain the power of two different Field Stars in one. When collected by the player, their combined Star Force can boost the elemental effectiveness of a given type by over 9000%!

Overwhelmed by the players' ability to harness the powerful elemental forces within the Prototype, Dark Spires are mysterious and monolithic entities created by Slur as her last stand effort to take out our heroes. Dark Spires appear in battle alongside enemy forces and completely nullify the effects of all elemental forces, rendering Star Force and Core Guard useless. Dark Spires absorb all other elements, so players will have to defeat enemy forces without the aid of their Robot Cores, Field Stars, and Fusion Stars - or - destroy the Dark Spires using only Neutral-type attacks and restore elemental powers to the battlefield.

A trinity of forces balancing each other out is something I've wanted to do for a while but I (once again) needed to wait until other pieces were in place. In the mean time, please enjoy the concept artwork I whipped up demonstrating how the Core Guard, Star Force, and Dark Spires will work together in tandem. :P
  

Miscellaneous Screenshots

Mega Man's elemental core armors Bass' elemental core armors Proto Man's elemental core armors Ice Man's unlockable Mint Alt The timeout for what is considered

  

Questions and Answers

These are answers to questions I am most likely going to get for this update. This may be updated as the thread progresses. If your question is not answered by below, please post a comment. Thank you!
Q : Will the Mega Man 5 robot masters be added in this update?!

A : No new robots will be included in this update, and the MM5 robots are still very far away.
Q : Am I going to lose my progress? Will be 9999 stat training be for nothing?

A : Not entirely. See above for details, but any stats that are in excess of the new limits will be transferred to your energy stat, and anything in excess of that will be converted to either zenny or battle points.
Q : How do I unlock the new alternate costumes for my robots?

A : Once the update comes out, alts will be added to your robot editor automatically when they are unlocked. New alts are unlocked once every 100 summons, or once every 50 summons for support characters like Roll, Disco, and Rhythm.
Q : When will the update be ready? I want it now!

A : As the title of the thread implies, sometime in the winter. Hopefully by December January but we'll have to see how long it takes to pull the last few strings together. Please be patient with me. :)
Winter Update Preview : Stat Limits and Alternate Outfits
Posted by Ageman20XX on September 21st, 2014 at 6:27pm
Viewed 4917 Times
Uraccountcrashed
 
Uraccountcrashed
13,545,327 BP
15 TP | 656 PP
Posted on September 23rd, 2014 at 6:24am Edited on 2014/09/23 at 6:26am
Posted 2014/09/23 at 6:24am Edited 2014/09/23 at 6:26am
#1
Here's an idea not everyone will get: make a silver alt. costume for Clash Man! Ha!
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TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on September 23rd, 2014 at 10:05am Edited on 2014/09/23 at 10:32am
Posted 2014/09/23 at 10:05am Edited 2014/09/23 at 10:32am
#2
Compared to the Purple and Green Score Balls, the Red and Blue balls seem UP to me. I mean, 500 is barely enough BP to even be considered, and even though 5% is better, it PALES in comparison to 10% increase PER ROBOT. I would say that Red and Blue make for good beginner items, but I don't think beginner are going to care a lick about points until they get much stronger robots. I think you should either buff the Red and Blue by giving them the "per robot" perk or lower the price.

Another thing; 1000 per robot and 10% per robot are VERY different. Imagine if the point reward for a certain battle was 1,000,000 BP. Using the Green ball with 8 robots would result in a reward of 1,008,000, but using the Purple would result in 1,800,000. Why would I ever use the Green?

In this regard, I suppose you could consider the Red and Green balls as "beginner" items (even though, as I said before, beginners may be less interested in points than veterans), in which case you could make the Red and Green substantially cheaper than the Blue and Purple (although I still think you should add the per robot for the Red and Blue). The final result is:
Red = 500z
Green = 1000z
Blue = 1,500-2,000z
Purple = 3,000-4,000z

What do you think?

EDIT: Actually....I'm stuck between whether Green is better than Blue or vice versa...
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Reisrat
 
Moderator
Reisrat
2,956,750 BP
8 TP | 309 PP
Posted on September 23rd, 2014 at 5:48pm Edited on 2014/09/23 at 5:49pm
Posted 2014/09/23 at 5:48pm Edited 2014/09/23 at 5:49pm
#3
I don't understand the connection between whoever this Clash Man jerk is and the color silver. Does Clash Man have mind powers? Is that the connection?

Yea, percentage increases are always better at staying relevant. I think the static boosts need a bit more of a bonus to them.
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Mikey76500
 
Mikey76500
0 BP
0 TP | 0 PP
Posted on September 28th, 2014 at 12:45am
Posted 2014/09/28 at 12:45am
#4
Score Balls should ONLY EVER be dropped by Mechas, to prevent MAHOOSSIVE overscoring.

Over the multiple times I've played MM1 over the last 11 or so years, I've noticed that there are only red, blue, yellow and green score balls [I seem to encounter them in this order, seeing as I almost always go in serial number order].

Their BP values should be added onto the end-of-battle BP bonus if they are victorious. And ONLY static values:

Red = +1,000 BP Reward Bonus
Blue = +10,000 BP Reward Bonus
Yellow = +100,000 BP Reward Bonus
Green = +1,000,000 BP Reward Bonus

Reds should have a chance of being dropped by all Mechas with combined stats of 200 or lower.
Blues should have a chance of being dropped by all Mechas with combined stats of 201-300.
Yellows should have a chance of being dropped by all Mechas with combined stats of 301-499.
Greens should have a chance of being dropped by all Mechas with combined stats of 500 and higher.

After the end of battle BP bonus has been added [+####%], all dropped score balls should then be added to the final total.

Why static values? Because Final Destination III is high enough as it is. Over 28,000,000 BP is possible for OHKOing Cossack's version of it, and if you add 80% to that, it comes out to over 50,000,000. That's too much for simply fighting a group of Level 55's with no Star Force boosts.
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TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on September 28th, 2014 at 2:44pm Edited on 2014/09/28 at 2:57pm
Posted 2014/09/28 at 2:44pm Edited 2014/09/28 at 2:57pm
#5
So you can't buy them? B...but I have so much dang money...
I was hoping for some kind of item that anyone could buy and usefully use no matter how far along they are in the game/leaderboard, and the score ball is EXACTLY that. Saying that it can only be dropped in-battle would be a great idea imo if there wasn't a spending problem for people far along in the game (and by spending problem I mean that there isn't ENOUGH spending). Idk if you would want to do this for score balls in specific, but how about having some items that are store-exclusive? As it is, there's no point in buying anything except fields for veterans bcuz they get dropped like crazy in battles.

But yea, even though Mikey's idea for Score Balls is great and corresponds with how they were in the original game, my only qualm is that the problem with too much zenny still remains.
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cyber
 
cyber
3,471,400 BP
0 TP | 20 PP
Posted on October 16th, 2014 at 9:21pm
Posted 2014/10/16 at 9:21pm
#6
here some ideas:megaman 1
Cut Man:more detailed shoes and arms (like ruby gloves and ruby boots) and a C similar for his EXE version/silver ouffit
Ice Man:Mint/EXE themed version (a lgihter blue and some brown boots)
Guts Man:EXE VERSION (thinner body, mechanical arms and legs a red back and a mechanical head)/a construction jacket a common construction helmet and boots
Fire man:Blue flame and gold armor/Orange flame and a firefighter uniform (some fun is good right?)
Elec Man:dark glasses and purple armor/white armor
bomb man:the stick whit the pink ball that bomberman hasand white armor/black and orange armor

napalm-man






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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on October 16th, 2014 at 10:04pm
Posted 2014/10/16 at 10:04pm
#7
@cyber : Cyber, there's a thread for suggestions for Alts.
Alt costume thread

I'd love to see some of your ideas there!
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SarahlinDMG
 
SarahlinDMG
31,805,678 BP
11 TP | 560 PP
Posted on October 16th, 2014 at 11:40pm Edited on 2014/10/16 at 11:45pm
Posted 2014/10/16 at 11:40pm Edited 2014/10/16 at 11:45pm
#8
with this in mind i gotta prepare,...time to get used to my Bass Buster again -Woo Hoo!-
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Arzt
 
Arzt
12,170,814 BP
2 TP | 60 PP
Posted on October 18th, 2014 at 2:45am
Posted 2014/10/18 at 2:45am
#9
So Question: After the update, is it still attainable for ANY ROBOT to get the maximum stat possible?

I'm okay with this update. In fact... I'm returning to the prototype now! (Not because of the update, but because I already have free time at least.)
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MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on October 18th, 2014 at 9:04am
Posted 2014/10/18 at 9:04am
#10
@Nagasaki : Same here, school is getting in the way. any problem for a 10 year old like me.
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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on October 18th, 2014 at 2:21pm
Posted 2014/10/18 at 2:21pm
#11
@Nagasaki : It will be attainable, but each robot will have a limit on how far. Mega Man, for example, would have a limit in each stat to about....5000? So, no more 9999 stats.
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Arzt
 
Arzt
12,170,814 BP
2 TP | 60 PP
Posted on October 19th, 2014 at 11:24am Edited on 2014/10/19 at 11:29am
Posted 2014/10/19 at 11:24am Edited 2014/10/19 at 11:29am
#12
@MetaWereSter : What if you're a college student? Especially the undergoing-thesis-stuff one? I'm telling you. It's hat feeling... x10.

@MegaBonesMan : Well, that's a relief. Looks like my EV Training (Get it? It'd the same principle after all.) is on time with the update...mainly...because I haven't stat-maxed out a single character yet. XD
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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on October 30th, 2014 at 9:14pm Edited on 2014/11/05 at 4:39pm
Posted 2014/10/30 at 9:14pm Edited 2014/11/05 at 4:39pm
#13
I have images to leak! Nothing too special....Hehe.

Items 1

Items 2

Items 3




For more good things, click on the FB page link. You'll see... An interesting new thing. Like, really interesting. You don't need an account to look at it. I will later put these images here, but check FB for now. This is very cool news, I'm telling you. Check the posts to page option if you want to see it. It's by Michael, also known as ThatGuyNamedMike. There'll be four links on there.


More secrets....AND A NEW WAAAT?!

Check the FB page often to see any new links! Now here were the pictures leaked!
Trill-Select
Trill-Moves
Trill-Base
Trill-Attack
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on October 31st, 2014 at 12:39pm
Posted 2014/10/31 at 12:39pm
#14
gemini-man_alt ...Some interesting new stuff coming, though I find it funny my account ended up getting used to showcase the new stuff. Almost makes it look like I played a role in this update. ring-ring
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Spinstrike
 
Contributor
Spinstrike
4,502,757 BP
6 TP | 262 PP
Posted on October 31st, 2014 at 6:24pm Edited on 2014/10/31 at 8:32pm
Posted 2014/10/31 at 6:24pm Edited 2014/10/31 at 8:32pm
#15
So, Trill is finally getting sprites? And we'll finally be able to kick his but? Sweet!

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TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on November 16th, 2014 at 7:28pm
Posted 2014/11/16 at 7:28pm
#16
I don't remember if this was suggested already, but could you make at least some alt skins buyable? Especially considering the people that have money to burn, I feel like that would be a better way of unlocking than expending hours of time just to unlock, like 5 robots. Since MBM is making GB/GS alt skins, you could perhaps make those buyable but let the original alts be unlocked via summons (I would prefer vice versa but that's just me).
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on November 17th, 2014 at 1:29pm
Posted 2014/11/17 at 1:29pm
#17
gemini-man_alt ...Actually, I think I'm all for buying the skins instead of unlocking them. We have a lot of grinding taking place already, so I think having some additional content that can be bought with Zenny would be a nice thing to have. Maybe make mecha grinding easier by buying items for them as well? ring-ring
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TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on November 17th, 2014 at 2:50pm
Posted 2014/11/17 at 2:50pm
#18
@TailsMK4 : I personally would like ALL the alt skins to be buyable, but I compromised 50-50 because Adrian's planning to have them unlocked via grinding. We'll just have to see what he says.

You're undoubtedly going to unlock Gemini alt first, aren't you?
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on November 17th, 2014 at 6:16pm
Posted 2014/11/17 at 6:16pm
#19
gemini-man_alt ...It depends. If Adrian will have some unlockable alts, I'll have many more besides just Gemini Man's alts. Rather, the only robots I might not get any for might be robots I don't use like Hard Man (I have only spawned him around 50 times...). ring-ring
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TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on November 17th, 2014 at 8:04pm Edited on 2014/11/28 at 11:00pm
Posted 2014/11/17 at 8:04pm Edited 2014/11/28 at 11:00pm
#20
@TailsMK4 : I know whatcha mean, but Gemini alt would go well with your profile seeing as you use his mugshot to speak. That's all I was saying.

Out of curiosity, since we're nearing "winter", is there a set/estimated due date or just wait and see?
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