Mega Man RPG Prototype General Discussion

Sniper Joe [and more mettaurs]?

September 19th, 2014 at 7:04am
 
ThatGuyNamedMikey
ThatGuyNamedMikey
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So many element types that can be covered, here...

And these are just the ones in the Classic Series. I haven't even got to the Game Boy Series.

I was planning on posting sprites of all the different Mettaurs in the series, too, but, I wanted to see how people would react to the idea of some of these guys being used as Prototype enemies would sound.

'cause, you know, there's more Bosses planned than enemies, so far as the Database shows, and both Mettaurs and Sniper Joes are staple enemies in the Classic series; Joes shound be in this at some point, as should more Mets, don't you all think?
Sniper Joe [and more mettaurs]?
Posted by ThatGuyNamedMikey on September 19th, 2014 at 7:04am
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8 Comments

 
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MegaBossMan
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Posted on September 19th, 2014 at 10:55pm
Posted 2014/09/19 at 10:55pm
#1
They're being considered, it's just that we still need to find a way to implement them(and also create their sprites and other things...). We most likely will see a Sniper Joe in the future.
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Reisrat
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Posted on September 19th, 2014 at 10:59pm
Posted 2014/09/19 at 10:59pm
#2
Joe Mode confirmed for next update.

Yea, I'd love to be able to call in Joes, but they really don't correspond to anyone specific.
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ThatGuyNamedMikey
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Posted on September 20th, 2014 at 3:31am
Posted 2014/09/20 at 3:31am
#3
@MegaBossMan : Acknowledged. Just don't go putting 3 recolors of the same type in it. That's predictable and boring, seeing as how there's so many of them to choose from. Recommend that there be 4 or 5 [or 6 or 7] different Sniper Joes in it. After all, Crystal-type [Crystal Joe, MM5], Shadow-type [Skeleton Joe, MM4] and Swift-type [Machine Gun Joe, MM9] enemies need more entries to balance the game out some more.

In fact, the whole '3 different recolors' thing would be good for some enemies, but, it's just bad for most; Adrian could simply replace them with better, more creative enemies, really.

@Acting Mod Reisrat : I don't mean to sound infantile, but.....so what? Why does every Mecha *have* to correspond to a RM?

Mettaurs don't correspond to an RM [Well, technically, the MM1 Mettaurs in the Prototype correspond to Guts Man, but, you know what I mean]. Not all enemies should correspond to an RM, either. Some Mechas--if used in this game--have the potential to be a bad mamma-jamma all by themselves. Not every Mecha should be linked to an RM, anyway, as the fact that MM and Roll and Bass and Disco and Proto and Rhythm can only summon Mets just plain out and out sucks.

Even if you think it doesn't, again, why does every Mecha *have* to correspond to an RM?
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MegaBossMan
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Posted on September 20th, 2014 at 12:42pm Edited on 2014/09/20 at 2:33pm
Posted 2014/09/20 at 12:42pm Edited 2014/09/20 at 2:33pm
#4
@Mikey76500 : Because what stage would they be on? A second Intro Field?

Also, I wouldn't mind working on a Sniper Joe spritesheet, which would be my first real attempt at spriting.
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Reisrat
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Posted on September 20th, 2014 at 4:26pm
Posted 2014/09/20 at 4:26pm
#5
If they don't correspond, the Mecha Support feels less unique. With it being one of the few things differentiating capped Robot Masters right now, duplicate Supports would make them even more identical.

Besides, Sniper Joes are more of a mini-boss type enemy, guarding boss doors in MM1 and whatnot. There's nowhere for minibosses to really go right now, though.
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ThatGuyNamedMikey
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Posted on September 20th, 2014 at 4:34pm Edited on 2014/09/20 at 5:11pm
Posted 2014/09/20 at 4:34pm Edited 2014/09/20 at 5:11pm
#6
@MegaBossMan : They could be on whatever field you want them to be on; there were minibosses in the actual Classic series, why shouldn't there be any in this potentially awesome game?

In fact, you could try putting them in a Bonus Field III of sorts and see how it works out, there.


@Acting Mod Reisrat : Bad example, Reisrat. There were only 3 Sniper Joes in all MM1, and only 1 of them directly guarded a boss door.

And there's plenty of miniboss potential in the post-game. Like with how I just suggested a Bonus Field III. It doesn't have to be one of those mahoossively ginormous ones, either.

This, this, this, this and the Dark Men from MM5 are perfectly good examples of possible minibosses; the 4 formers are big, but stationary, making them less troublesome for Adrian [and whoever else might help him program; not saying that there is, only that there *might* be] to program, and the Dark Men are the size of your garden variety RM. If given the right stat imbalances, all of them have the potential to be either mini-bosses full-on bosses by themselves or--and I can't believe I'm giving you guys this idea to go crazy with--optional SUPERbosses.

Every Mecha doesn't have to be obtainable or summon-able, either. Just like how most fighting games don't ever allow the final boss [i.e. Master Hand; Melee was a mistake] to be unlocked because of how imbalanced it [usually] is.

There can be a Mecha for every RM, but, not EVERY Mecha should have a supporting RM, and not EVERY enemy should be obtainable. That would make players more OP than anything, seeing as how 9,999 Attack, Defense and Speed is already on the table for every RM.
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Reisrat
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Posted on September 20th, 2014 at 5:12pm
Posted 2014/09/20 at 5:12pm
#7
Another guarded an extra life, the last one I completely forget. And yea, I'd love to have the Dark Man group in. Where would they go in a non-Bonus Field, though? If the missions were divided into stages, I'd say they'd go before the Robot Master, and after a Mecha fight.

Also, Smash isn't most fighting games, and the Dark Men are full-on boss fights from what I remember.
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ThatGuyNamedMikey
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Posted on September 20th, 2014 at 5:31pm
Posted 2014/09/20 at 5:31pm
#8
The last Joe guarded thin air. :P

The Dark Men technically were bosses, yes, but, as they don't have Serial Numbers.....

Also, If Smash isn't a good enough example, try the earlier King Of Fighters games, back when SNK used years in it's titles ['94-2003]. Rugal, Goenitz, Orochi, Krizalid, Zero, Igniz, Adel or Mukai were never unlockable bosses in their original arcade versions [and in some home versions, as well; I don't recall Mukai EVER being legitimately playable, actually].
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