Mega Man RPG Prototype Game Mechanics

Community  »  Game Mechanics  » 

Robot Cores

April 28th, 2013 at 7:37pm
 
Developer
Adrian Marceau
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Robot cores are one of many collectible items in the Mega Man RPG Prototype and are relatively easy to find. Cores can either be thrown at enemies to deal elemental damage like an attack, or can be sold to Reggae in his shop for large amounts of zenny.
  

core-nature    core-electric    core-water    core-flame   


Robot cores are primarily used to defined which abilities any given robot is capable of using in battle. Each robot has a core inside of them with a type matching one of the 20 types available in game and can be equipped with any ability that matches that type.


Weapon Energy and Damage Bonuses

Robot cores also boost the effectiveness of abilities sharing the same type as the user in battle, not only increasing damage and recovery but also decreasing the required weapon energy for certain abilities.

As an example, Ice Man is a Freeze Core robot and that allows him equip same-type abilities using the Robot Editor. When using these Freeze abilities in battle, Ice Man will deal 50% more damage and/or recovery and require 50% less weapon energy to use when compared to other abilities that do not match his core type (like Neutral type abilities).

While Copy Core robots like Mega Man, Bass, and Proto Man are undoubtedly more versatile in battle, those with elemental cores like Ice Man tend to be much more effective when used properly.


New Core Throwing Mechanic

Thanks to the April 2016 update, it is now possible to throw robot cores at your opponents! A core can be used one time like any other item before an attack and thrown at an enemy on the opponent's side of the field to deal percent-based elemental damage.

This new mechanic replaces the old one wherein a Copy Core robot would change colours mid-battle and the Field Multipliers would change upon using one of these items.
Robot Cores
Posted by Adrian Marceau on April 28th, 2013 at 7:37pm
Viewed 1148 Times
 
Contributor
Brorman
30,135,830 BP
15 TP | 139 PP
Posted on April 29th, 2013 at 9:36am
Posted 2013/04/29 at 9:36am
#1
I've been thinking that instead of getting bonus for the same element attacks - the robots don't get to learn any other moves than the ones with same type anyways - maybe only their signature moves should get some sort of bonus? This would promote staying "true" to the game series. Though this might prove to be quite problematic with some robots, since not all of them have such powerful signature moves.

I really like the same type damage bonus, but somehow it just doesn't feel right that Metal Man would be able to deliver the same amount of extra punch with Needle Cannon that he can with Metal Blade.

What comes to balance, it would most probably hurt most robots, and make the "top tier" robots even more powerful.
^ Top
 
Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on April 29th, 2013 at 11:00am
Posted 2013/04/29 at 11:00am
#2
This is a good point. I plan to keep the core boost as it gives elemental robot masters the edge they need over Mega Man and Proto Man (otherwise, what's the point of using them?) but I see what you're saying about Metal man being just as effective with Needle Cannon as he is with Metal Blade. Perhaps I will add a new mechanic that details the source each of these abilities, that way robot who use their own signature abilities do more damage than when they use the abilities of others. Maybe decrease the core boost to 25% and then make this signature move boost also 25%. Either way, thank you for the suggestion and I'll update this thread when I've come up with something. :)
^ Top
 
Contributor
Brorman
30,135,830 BP
15 TP | 139 PP
Posted on April 29th, 2013 at 12:09pm
Posted 2013/04/29 at 12:09pm
#3
Alright, sounds great!

Though, I forgot to mention/ask that if the signature move naturally raises a stat, Leaf Shield for example, shouldn't the stat boost also be higher if LS is used by Wood Man, because he is the best at doing Leaf Shield. I know, I know, it sounds really stupid and minor, but repeating with the same formula, Snake Man shouldn't be able to get the same level of protection from LS as Wood Man, just because it's Wood Man's signature move.
^ Top
 
Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on April 29th, 2013 at 2:00pm
Posted 2013/04/29 at 2:00pm
#4
Good points, I'll make sure to keep this in mind when I add the new mechanic. I'm thinking the best way to work with this is to make the ability work better with its rightful owner rather than worse when used by someone else. That way the stats that appear in the database are accurate for at least 99% of robots. :P
^ Top
 
zaratustra
19,345,251 BP
1 TP | 5 PP
Posted on July 8th, 2013 at 6:15am
Posted 2013/07/08 at 6:15am
#5
I would like to see some dual-core bots to allow for interesting ability combinations.
^ Top
 
Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on July 9th, 2013 at 11:58pm
Posted 2013/07/09 at 11:58pm
#6
I would like to as well. :P

I'm not sure if I'm going to do it, but I was thinking about having the Stardroids be the first (and maybe only?) Dual-Core robots (to match the special weapons I gave them). Maybe it can be a post-game feature for other robots, but I'm just not comfortable giving dual-cores to regular robots when only some of them would qualify.

Certainly something I need to think about though - if I get it right it could be really fun. :)
^ Top
 
Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on January 14th, 2014 at 6:25pm Edited on 2014/01/14 at 6:29pm
Posted 2014/01/14 at 6:25pm Edited 2014/01/14 at 6:29pm
#7
Sorry for bumping this topic, but 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?
^ Top
 
Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1606 PP
Posted on January 14th, 2014 at 6:31pm
Posted 2014/01/14 at 6:31pm
#8
Must be a bug or something like that, don't see anything wrong here, you should probably wait for Adrian or Broman to tell you. Sorry!
^ Top
 
Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on January 14th, 2014 at 11:07pm
Posted 2014/01/14 at 11:07pm
#9
Yes, every ability that your robot learns by level-up the [original] player should automatically learn as well. The fact that your Dr. Light did not have Ice Slasher for equipping is a bug, though it should be fixed now. Sorry about that! :P
^ Top
 
Avocadora
1,763,051,433 BP
3 TP | 24 PP
Posted on January 15th, 2014 at 5:19am
Posted 2014/01/15 at 5:19am
#10
I'm not sure about Turbo Man being a Flame Core robot. I know Turbo Man's weapon is Scorch Wheel, but I think that he should be a Swift Core robot because his theme is velocity, just like Quick Man or Nitro Man.

What do you think?

And maybe Sword Man should be a Cutter Core robot instead of a Flame Core robot.
^ Top
 
Contributor
Brorman
30,135,830 BP
15 TP | 139 PP
Posted on January 15th, 2014 at 7:41am
Posted 2014/01/15 at 7:41am
#11
More fitting for Turbo Man's stage as well, considering that the stage barely has any fire-related stuff aside from the oh-so-annoying insta-kill fire bars.

Sword Man though, he could be both. If one was to only see how he looks and his name, he would definitely be a cutter core robot. However, he does have Flame Sword as his ability iirc. But in the end, he's a master of swords, not flames.
^ Top
 
Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on January 15th, 2014 at 9:18am
Posted 2014/01/15 at 9:18am
#12
The bug above has been fixed, btw, and for real this time.

Regarding your suggestions about Sword Man and Turbo Man, I hear you and I agree. I think it would be more appropriate for Turbo Man to learn other Swift moves than more Flame moves and I feel it would be more appropriate for Sword Man to learn other Cutter moves than Flame ones. I agreed the last few times it was suggested but I keep forgetting to change it. Thanks for the reminders!
^ Top
 
Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on May 15th, 2016 at 10:21pm
Posted 2016/05/15 at 10:21pm
#13
New Core Throwing Mechanic
April 10th, 2016

I have removed the previous in-battle functionality for the elemental Robot Cores and replaced it with something else entirely.

Previously, when used by a robot in battle a core would boost the Field Multiplier of its associated element by 10%. If the robot using the core was a Copy type, that core would also change the appearance and type of the user to match its element.

After today's update, Robot Cores now act as throwable items that deal a set amount of damage to any target on the opponent's side of the field. This elemental damage is not effected by robot attack, robot defense, field multipliers, or Starforce boosts, but it is effected by weaknesses, resistances, affinities, and immunities.

Given that each of the standard elemental cores deal damage equal to 10% of the target's max life energy, it isn't difficult to calculate how many cores it would take to disable a given opponent. Under normal circumstances it would take 5 super effective cores, 10 neutrally effective cores, or 20 not very effective cores to knock out any given target.

Throwing your hard-earned cores away may not be the best idea when dealing with small or easy to defeat foes, but against tougher opponents the throwing of cores has the potential to quickly give you the upper hand. Either save your cores and sell them to Reggae for lots of zenny, or throw them at targets in battle for additional damage. Your choice.
^ Top
 
super ultra man
16,029,192 BP
0 TP | 5 PP
Posted on June 3rd, 2016 at 2:59pm
Posted 2016/06/03 at 2:59pm
#14
can you make it so there is two buttons one for attack one for normal use
^ Top
 
Musical
2,180,583,826 BP
11 TP | 692 PP
Posted on June 4th, 2016 at 12:33am
Posted 2016/06/04 at 12:33am
#15
@super ultra man : Oh, well, I am so sorry, but your post has kind of broken(?) community guidelines, the two most notable are:

-Necroposting (posting on an inactive thread, or while it only has been inactive for a fortnight, it doesn't seem as if it will be active in the future)

-Also, posting something irrelevant to the thread is prohibited

We'd love to hear what you'd like to see implemented in the Prototype, but there is a thread for that right Here and also, welcome to the community!
^ Top
 
super ultra man
16,029,192 BP
0 TP | 5 PP
Posted on September 3rd, 2016 at 12:45pm
Posted 2016/09/03 at 12:45pm
#16
sorry about that
^ Top
 
kqueen
13,617,751 BP
0 TP | 3 PP
Posted on October 10th, 2016 at 1:51am
Posted 2016/10/10 at 1:51am
#17
how do you change robots cores?
^ Top
 
RotomSlashBlast
1,227,101,594 BP
11 TP | 827 PP
Posted on October 10th, 2016 at 2:34am
Posted 2016/10/10 at 2:34am
#18
@kqueen : I'm pretty sure you DON'T.
^ Top
 
kqueen
13,617,751 BP
0 TP | 3 PP
Posted on October 10th, 2016 at 11:07am
Posted 2016/10/10 at 11:07am
#19
well crap me trying to change cores then.
^ Top
- deleted -

- login to comment -

« Back to Home | Mega Man and all related names and characters are © Capcom 1986 - 2017. | Contact & Feedback »
This game is fan-made by Adrian Marceau, not affiliated or endorsed by Capcom at all, and is in no way official. Any and all feedback is appreciated. :)