I guess I'll turn this idea into an RPG since now we have a place for role-playing. So I'll keep this as simple as possible: your objective is to form a team to clear as many battles as you can. You will keep battling until your entire team is defeated in the same battle. As for the rest of the rules, they are subject to change in terms of balance.
Your robots will get fully healed after each battle, and will keep any items and EXP/stats earned in battles. You will also get bonus items as you continue to clear battles. As for the battles themselves, the rules are:
1. Just like in the Prototype main game, only the active robot/mecha can attack, and which active bot attacks first depends on the ability's Attack Speed or the robots' Speed. When both bots have attacked, a turn is finished. So when it is your turn to attack, decide the abilities your character will use, or if you want to switch a robot out, choose that robot's ability too. Careful, though, switching out a robot will cause your opponent to attack first!
2. You are permitted to use one item per turn. This does not count as attacking. You are even allowed to do something like switching a weakened robot to a strong robot, have the strong robot use an item to heal your weakened robot, and then using an attack. Use your items wisely, as aside from a few items you start with, you can only earn more items by defeating enemies and winning battles! The only Prototype items that will not appear in this game are the screws, since there is no shop. This is an Endurance kind of game, so you go right into the next battle without any breaks!
3. The end of battle bonus is determined based on how quickly you finish off the opposing team. Every battle is set to a 16 turn goal. You will get harder but more rewarding battles if you finish before the 16 turn limit, and only slightly harder battles if you take more than 16 turns.
4. You will obtain EXP for your robots after each battle, and the faster you clear the battles, the more EXP you will get at the end of the battle. You may also receive other bonuses like capsules or robot cores. I will keep track of your inventory and will display your inventory as your battle stats are updated. The amount of EXP your robots need to level up is the same: 1000 EXP to go up one level, and it is indeed possible to go up more than one level at a time.
5. The field played on is determined by your opponents, with the one exception being the first battle in your current run, which is the Intro Field. You will get a list of Field Modifiers as your battle stats are updated.
6. The enemy team will obtain Starforce as you clear more battles, but your team will also be rewarded with Starforce by clearing a certain amount of battles or consistently performing better than your enemies.
Hopefully the battle system isn't too complicated, but you can view the post right below this one to see an example with my first battle. You keep going until you're defeated in battle. If that happens, you can redo the mode if you'd like (with different robots/abilities if you want), but you'll be back to Battle 1. The data will also reflect if anyone is powered by Starforce as well. Here's the template that will allow me to set you up:
Robot 1 Name: Abilities: (you can select up to 8 abilities, but they MUST be ones the robot can equip normally in the Prototype, like you can't give Fire Man the Rain Flush ability, but he can equip Pharaoh Shot if you want. Unlike in the example, though, your robot can use your chosen abilities at level 1, so Fire Man can start right off with charging his Pharaoh Shot if he wants, and then upping his attack with Atomic Fire the next turn, all at level 1. Fire Man can also equip an ability global to all robots like Attack Boost, as well)
Robot 2 Name: Abilities:
ETC...
You can select up to 8 robots to join you this game. Do you want to do a fairly balanced team, or do you prefer a team that excels in one area, like maybe including Roll, Disco, and Rhythm to increase your team's healing powers? It's your choice! Robot 1 will be your active robot at the start of every battle, so choose your first robot wisely!
Let me know if you have any questions. I'll put up a leaderboard later to show how far people have got in this game.
UPDATE 1: I have decided to allow players the choice of selecting any of the currently fightable Robot Masters from the other games (Killers and Slur are not allowed, though the Killers may appear later). If you select a normally un-playable character, though, just know that they are limited to the abilities currently unavailable, though, so for example Stone Man cannot use Power Stone since it's not in the game, but he may use other Earth abilities.
Update 2: Robot team display slightly edited to make it more readable by eliminating unnecessary space.
Update 3: All of the robot data that was displayed here has been moved to this profile.
Posts in this thread now will only consist of displaying the LE and WE of all robots in the battle, as well as the results of the last turn completed. All other information can be found in the profile link.Leaderboard Rank: Name , Battles won in a row
Btw, I decided to revise the EXP formula a bit, cause I don't want to run into a situation where I would have to do rounding. So since the formula was adjusted, I redid the math for your first battle, and your robots now have earned 700 EXP from that battle instead of 600. Just so you don't get confused next time you see your stats. Also, I made another mistake by not boosting the Pyre Fly's attack last turn...it actually did 16 damage, so Needle Man's health has been reflected (not to worry, he's not in danger still). Now, back to the second battle.
Turn 4
Needle Man attacks Pyre Fly C with Needle Cannon! -1 WE It's super effective! Pyre Fly B loses 60 LE and 79 overkill! Pyre Fly C was disabled! Skullmet C was switched to the active slot. Skullmet C attacks Needle Man with Skull Shot! Needle Man loses 20 LE!
Comments: Needle Man's health is getting kinda low...you still would have had the caution color even if I didn't correct the health.
Battle 2 Field: Robosaur Excavation Modifiers: Shadow x2.2Flame x2.0Earth x1.3Explode x 1.1Impact x 1.1Wind x 0.8Swift x 0.6
Posted on September 3rd, 2014 at 11:15pmEdited on 2014/09/04 at 12:51am
Posted 2014/09/03 at 11:15pmEdited 2014/09/04 at 12:51am
#4
@tobyjoey :
Hey, don't be concerned about how long it took to put your army together. Better to come with a plan in place rather than rush into battle blindly, you know? So anyway, same first battle as Shadownnico to start off, plus the Energy Pellet x2, Weapon Pellet x2, Energy Capsule x1, and Weapon Capsule x1. Let me know if you have any questions, ok? So, onto Battle 1!
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
Your Team
Dive Man (Active) LE: 100/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Knight Man LE: 100/100 WE: 10/10
Ring Man LE: 100/100 WE: 10/10
Turbo Man LE: 100/100 WE: 10/10
Snake Man LE: 100/100 WE: 10/10
Wave Man LE: 100/100 WE: 10/10
Shadow Man LE: 100/100 WE: 10/10
Enemy Team
Met A (Level 1) (Active) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met B (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met C (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met D (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met E (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met F (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met G (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met H (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
So, while you're doing your first action, I'll edit the first post so you can see your stats. Also, it didn't occur to me that I would have to consider Field Support for the robots that don't have fields of their own yet. So I'll have to come up with something that might work. I guess at least I can look at other robots of the same element and just not pick those...but I'll worry about those when the time comes. I just want you as the player to only need to focus on the battle.
I will refrain from using Field Support for now, and I have a question. Did you copy and paste Shadownnico's robot stats as a format for mine? If so, Shadow Man is rocking Disco's 150 health. I am... invincible! Anyway, I will switch to Knight Man and during the next turn I will have him use Oil Slider.
Dive Man was switched out to put Knight Man in the active slot. Met A attacks Knight Man with Met Shot! Knight Man loses 3 LE! Knight Man attacks Met A with Oil Slider! -4 WE Met A loses 45 LE!
Comments: Sorry, I ended up being in a rush last time since I got asked to watch a show. The health for Shadow Man has been corrected, and geez Knight Man can pretty much tank these Mets.
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
Your Team
Knight Man (Active) LE: 97/100 WE: 7/10
Dive Man LE: 100/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Ring Man LE: 100/100 WE: 10/10
Turbo Man LE: 100/100 WE: 10/10
Snake Man LE: 100/100 WE: 10/10
Wave Man LE: 100/100 WE: 10/10
Shadow Man LE: 100/100 WE: 10/10
Enemy Team
Met A (Level 1) (Active) LE: 5/50 !!! Attack: 30 Defense: 100 Speed: 20
Met B (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met C (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met D (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met E (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met F (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met G (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met H (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Needle Man attacks Skullmet C with Needle Cannon! -1 WE Skullmet C loses 28 LE! Another hit! Skullmet C loses 12 LE and 16 overkill! Skullmet C was disabled! Skullmet B was switched to the active slot. Skullmet B attacks Needle Man with Skull Shot! Needle Man loses 20 LE!
Battle 2 Field: Robosaur Excavation Modifiers: Shadow x2.2Flame x2.0Earth x1.3Explode x 1.1Impact x 1.1Wind x 0.8Swift x 0.6
Met A was switched out to put Met C in the active slot. Knight Man attacks Met C with Buster Shot! Met C loses 11 LE! Met C attacks Knight Man with Met Shot! Knight Man loses 3 LE!
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
tobyjoey's Team
Knight Man (Active) LE: 94/100 WE: 8/10
Dive Man LE: 100/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Ring Man LE: 100/100 WE: 10/10
Turbo Man LE: 100/100 WE: 10/10
Snake Man LE: 100/100 WE: 10/10
Wave Man LE: 100/100 WE: 10/10
Shadow Man LE: 100/100 WE: 10/10
Enemy Team
Met C (Level 1) (Active) LE: 39/50 Attack: 30 Defense: 100 Speed: 20
Met A (Level 1) LE: 5/50 !!! Attack: 30 Defense: 100 Speed: 20
Met B (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met D (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met E (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met F (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met G (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met H (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Posted on September 4th, 2014 at 4:12pmEdited on 2014/09/04 at 4:17pm
Posted 2014/09/04 at 4:12pmEdited 2014/09/04 at 4:17pm
#11
tobyjoey
Turn 3
Knight Man attacks Met C with Oil Slider! -4 WE It's super effective! Met C loses 39 LE and 6 overkill! Met C was disabled! Met H was switched to the active slot. Met H attacks Knight Man with Met Shot! Knight Man loses 3 LE!
Comments: That character limit...I had to remove some formatting just to include two battles in the same post. I think all of this formatting makes the posts easy to read, though.
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
Your Team
Knight Man (Active) LE: 91/100 WE: 5/10
Dive Man LE: 100/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Ring Man LE: 100/100 WE: 10/10
Turbo Man LE: 100/100 WE: 10/10
Snake Man LE: 100/100 WE: 10/10
Wave Man LE: 100/100 WE: 10/10
Shadow Man LE: 100/100 WE: 10/10
Enemy Team
Met H (Level 1) (Active) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met A (Level 1) LE: 5/50 !!! Attack: 30 Defense: 100 Speed: 20
Met B (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met D (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met E (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met F (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met G (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Seeing how Needle Man is about to die, I choose to rather switch him off, and instead I use Drill Man and attack the enemy Skullmet B with the Bubble Lead
Posted on September 5th, 2014 at 6:45pmEdited on 2014/09/05 at 6:46pm
Posted 2014/09/05 at 6:45pmEdited 2014/09/05 at 6:46pm
#15
(not much formatting this time due to three battles)
tobyjoey
Turn 4
Knight Man attacks Met C with Oil Slider! -4 WE It's super effective! Met H loses 45 LE! Met H attacks Knight Man with Met Shot! Knight Man loses 3 LE!
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
Your Team
Knight Man (Active) LE: 88/100 WE: 2/10
Dive Man LE: 100/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Ring Man LE: 100/100 WE: 10/10
Turbo Man LE: 100/100 WE: 10/10
Snake Man LE: 100/100 WE: 10/10
Wave Man LE: 100/100 WE: 10/10
Shadow Man LE: 100/100 WE: 10/10
Enemy Team
Met H (Level 1) (Active) LE: 5/50 Attack: 30 Defense: 100 Speed: 20
Met A (Level 1) LE: 5/50 Attack: 30 Defense: 100 Speed: 20
Met B (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met D (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met E (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met F (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met G (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met C (Level 1) LE: 0/50
Shadownnico
Turn 6
Needle Man was switched out to put Drill Man in the active slot. Drill Man loses 15 LE! Drill Man attacks Skullmet B with Bubble Lead! Skullmet B loses 40 LE and 5 overkill! Skullmet B was disabled! Skullmet A was switched to the active slot.
Battle 2 Field: Robosaur Excavation Modifiers: Shadow x2.2 Flame x2.0 Earth x1.3 Explode x 1.1 Impact x 1.1 Wind x 0.8 Swift x 0.6
[Shadownnico, I owe each of your robots 700 more Experience, since I did not calculate the Experience modifier last time. 700 per robot will be added to your battle 2 victory once you get there, so your robots will likely jump to level 3 after that battle]
Retro Pikachu
Bomb Man uses Attack Mode! -4 WE, -22 DEF, -26 SPD, +85 ATK Met A attacks Bomb Man with Met Shot! Bomb Man loses 8 LE!
Bomb Man attacks Met A with Hyper Bomb! It's super effective! Met A loses 50 LE and 22 overkill! Met A was disabled! A Weapon Pellet was dropped! Met C was switched to the active slot. Met C attacks Bomb Man with Met Shot! Bomb Man loses 8 LE!
Bomb Man attacks Met C with Hyper Bomb! It's super effective! Met C loses 50 LE and 22 overkill! Met B was caught in a super effective blast and loses 36 LE! Met C was disabled! Met H was switched to the active slot. Met H attacks Bomb Man with Met Shot! Bomb Man loses 8 LE!
Bomb Man attacks Met H with Hyper Bomb! Met H dodged the blast... Met H attacks Bomb Man with Met Shot! Bomb Man loses 8 LE!
Bomb Man attacks Met H with Hyper Bomb! It's super effective! Met H loses 50 LE and 22 overkill! Met B was caught in a super effective blast and loses 14 LE and 22 overkill! Met H was disabled! A Energy Pellet was dropped! Met B was disabled! Met G was switched to the active slot. Met G attacks Bomb Man with Met Shot! Bomb Man loses 8 LE!
Bomb Man attacks Met G with a Hyper Bomb! It's super effective! Met G loses 50 LE and 22 overkill! Met G is disabled! Met E is switched to the active slot. Met E attacks Bomb Man with a Met Shot! Critical hit! Bomb Man loses 16 LE!
Bomb Man attacks Met E with a Hyper Bomb! It's super effective! Met E loses 50 LE and 22 overkill! Met D was caught in a super effective blast and loses 36 LE! Met E is disabled! Met D switches to the active slot. Met D attacks Bomb Man with Met Shot! Bomb Man loses 8 LE!
Met D was switched out to put Met F in the active slot. Bomb Man attacks Met F with Hyper Bomb! It's super effective! Met F loses 50 LE and 22 overkill! Met F was disabled! Met D was switched to the active slot. Met D attacks Bomb Man with Met Shot! Bomb Man loses 8 LE!
Bomb Man attacks Met D with Hyper Bomb! It's super effective! Met D loses 14 LE and 58 overkill! Met D is disabled! A Weapon Pellet was dropped!
Your team wins! Goal: 9/16 Bonus: +700% EXP: 12800 (1600 per robot) You received an Energy Pellet.
Your robots leveled up to 2! (Give me some time to adjust your robot's stats, atm it's time for dinner)
Posted on September 5th, 2014 at 11:19pmEdited on 2014/09/05 at 11:25pm
Posted 2014/09/05 at 11:19pmEdited 2014/09/05 at 11:25pm
#20
tobyjoey
Turn 5
Knight Man attacks Met H with Buster Shot! Met H loses 5 LE and 6 overkill! Met H is disabled! A Weapon Pellet is dropped! Met F is switched to the active slot. Met F attacks Knight Man with Met Shot! Critical Hit! Knight Man loses 6 LE!
Comments: I guess going tanky is a different strategy, but...it sure is slow, fine if you want to climb up gradually, though.
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
Your Team
Knight Man (Active) LE: 82/100 WE: 3/10
Dive Man LE: 100/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Ring Man LE: 100/100 WE: 10/10
Turbo Man LE: 100/100 WE: 10/10
Snake Man LE: 100/100 WE: 10/10
Wave Man LE: 100/100 WE: 10/10
Shadow Man LE: 100/100 WE: 10/10
Enemy Team
Met F (Level 1) (Active) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met A (Level 1) LE: 5/50 Attack: 30 Defense: 100 Speed: 20
Met B (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met D (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met E (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met G (Level 1) LE: 50/50 Attack: 30 Defense: 100 Speed: 20
Met C (Level 1) LE: 0/50
Met H (Level 1) LE: 0/50
Retro Pikachu
Bomb Man uses Attack Mode! -4 WE, -23 DEF, -27 SPD, +89 ATK Beak A attacks Yamato Man with Beak Shot! Yamato Man loses 6 LE!
Bomb Man attacks Beak A with Danger Bomb! Beak A dodges the blast... Beak A attacks Shadow Man with Beak Shot! It's super effective! Shadow Man loses 14 LE!
Bomb Man attacks Beak A with Danger Bomb! It's super effective! Beak A loses 50 LE and 135 overkill! Bomb Man was not affected by the blast... Beak A is disabled! A Weapon Tank was dropped! Beak C is switched to the active slot. Beak C attacks Bright Man with Beak Shot! Bright Man loses 5 LE!
Bomb Man attacks Beak C with Danger Bomb! It's super effective! Beak C loses 40 LE and 330 overkill! Bomb Man was not affected by the blast... Beak C is disabled! An Energy Pellet was dropped! Batton B is switched to the active slot. Batton B attacks Bomb Man with Batton Drain! Bomb Man loses 3 LE!
Bomb Man attacks Batton B with Danger Bomb! Batton B dodged the blast... Batton B attacks Bomb Man with Batton Drain! Bomb Man loses 3 LE!
Bomb Man attacks Batton B with Danger Bomb! Batton B loses 80 LE and 167 overkill! Batton B is disabled! Batton C is switched to the active slot. Batton C attacks Bomb Man with Batton Drain! Bomb Man loses 3 LE!
Turn 7
Bomb Man attacks Batton C with Danger Bomb! Batton C loses 80 LE and 167 overkill! Batton C is disabled! An Energy Tank was dropped! Beak A is switched to the active slot. Beak A attacks Proto Man with Beak Shot! It's not very effective... Proto Man loses 4 LE!
Comments: Bomb Man cannot use Danger Bomb next turn, so thus stops the update. 70% accuracy is pretty low, so you had to expect a few misses...
Battle 2 Field: Orb Forest Modifiers: Explode x2.0 Nature x2.0 Impact x0.8 Electric x0.8 Freeze x0.8 Wind x 0.7
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