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
Posted on September 5th, 2014 at 11:50pmEdited on 2014/09/06 at 12:03am
Posted 2014/09/05 at 11:50pmEdited 2014/09/06 at 12:03am
#2
tobyjoey
Turn 6
Knight Man is switched out to put Dive Man in the active slot. Met F attacks Dive Man with Met Shot! Dive Man loses 7 LE! Dive Man attacks Met H with Needle Cannon! Met F loses 27 LE! Another hit! Met F loses 23 LE and 4 overkill! Met F is disabled! Met D is switched to the active slot.
Comments:
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
Your Team
Dive Man (Active) LE: 93/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Knight Man LE: 82/100 WE: 4/10
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 D (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 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
Posted on September 6th, 2014 at 1:10amEdited on 2014/09/06 at 1:41am
Posted 2014/09/06 at 1:10amEdited 2014/09/06 at 1:41am
#5
tobyjoey
Turn 7
Dive Man attacks Met D with Needle Cannon! Met D loses 27 LE! Another hit! Met D loses 23 LE and 4 overkill! Met D is disabled! An Energy Pellet is dropped! Met A is switched to the active slot. Met A attacks Dive Man with Met Shot! Dive Man loses 7 LE!
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
Your Team
Dive Man (Active) LE: 86/100 WE: 8/10
Elec Man LE: 100/100 WE: 10/10
Knight Man LE: 82/100 WE: 4/10
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 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 D (Level 1) LE: 0/50
Met F (Level 1) LE: 0/50
Met H (Level 1) LE: 0/50
Retro Pikachu
Bomb Man attacks Beak A with Hyper Bomb! It's super effective! Beak A loses 40 LE and 150 overkill! Beak A is disabled! Batton A is switched to the active slot. Batton A attacks Bomb Man with Batton Drain! Bomb Man loses 3 LE!
Bomb Man attacks Batton A with Hyper Bomb! Batton A loses 80 LE and 46 overkill! Beak B was caught in a super effective blast and loses 40 LE and 55 overkill! Batton A is disabled! Beat B is disabled! Batton A is switched to the active slot. Batton A attacks Bomb Man with Batton Drain! Bomb Man loses 13 LE!
Bomb Man attacks Batton A with Hyper Bomb! Batton A loses 89 LE! Batton A attacks Bomb Man with Batton Drain! Bomb Man loses 13 LE! Batton A recovers 7 LE!
Bomb Man attacks Batton A with Hyper Bomb! Batton A loses 23 LE and 66 overkill! Batton A is disabled!
Your team wins! Goal: 11/16 Bonus: +500% EXP: 5400 (675 per robot)
Your robots leveled up to 3!
Comments: Let's give you something a little more challenging...
Battle 3 Field: Photon System Modifiers: Time x 2.0 Shadow x 2.0 Nature x 0.8 Flame x 0.6 Laser x 0.5 Swift x 0.4
Dive Man was switched out to put Wave Man in the active slot. Met A was switched out to put Met B in the active slot. Wave Man attacks with Rain Flush! -2 WE It's not very effective... Met B loses 3 LE! It's not very effective... Met A loses 3 LE! It's not very effective... Met E loses 2 LE! It's not very effective... Met G loses 2 LE! Met B attacks Wave Man with Met Shot! Wave Man loses 4 LE!
Comments: Since Mets have resistance to water, it didn't quite work out that well.
Battle 1 Field: Intro Field Modifiers: Experience x2.0
Current Battle Stats
Your Team
Wave Man (Active) LE: 96/100 WE: 9/10
Dive Man LE: 86/100 WE: 10/10
Elec Man LE: 100/100 WE: 10/10
Knight Man LE: 82/100 WE: 7/10
Ring Man LE: 100/100 WE: 10/10
Turbo Man LE: 100/100 WE: 10/10
Snake Man LE: 100/100 WE: 10/10
Shadow Man LE: 100/100 WE: 10/10
Enemy Team
Met B (Level 1) (Active) LE: 47/50 Attack: 30 Defense: 100 Speed: 20
Met A (Level 1) LE: 2/50 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 D (Level 1) LE: 0/50
Met F (Level 1) LE: 0/50
Met H (Level 1) LE: 0/50
Retro Pikachu
Bomb Man was switched out to put Shadow Man in the active slot. Crazy Cannon A attacks Shadow Man with Cannon Shot! Shadow Man loses 54 LE! Shadow Man uses Attack Mode! -4 WE, -22 DEF, -38 SPD, +76 ATK
Turn 2
Shadow Man attacks Crazy Cannon A with Shadow Blade! -1 WE Crazy Cannon A loses 55 LE and 53 overkill! Crazy Cannon A is disabled! An Energy Pellet was dropped! Crazy Cannon B is switched to the active slot. Crazy Cannon B attacks Shadow Man with Cannon Shot! Shadow Man loses 56 LE and 21 overkill! Shadow Man is disabled...
Comments: I guess Crazy Cannons are kind of like Mega Man's version of a glass cannon. At least this time switching out to a fresh robot still allows you to attack first...unless you send in Wood Man, then Crazy Cannon will attack first because of its Speed.
Battle 3 Field: Photon System Modifiers: Time x 2.0 Shadow x 2.0 Nature x 0.8 Flame x 0.6 Laser x 0.5 Swift x 0.4
Posted on September 6th, 2014 at 5:06pmEdited on 2014/09/06 at 5:10pm
Posted 2014/09/06 at 5:06pmEdited 2014/09/06 at 5:10pm
#10
Oh yeah, forgot about the Water resistance. Oh well. Switch to Dive Man and spam Needle Cannon until either I win, Dive Man dies, or he runs out of weapon energy.
Posted on September 6th, 2014 at 11:43pmEdited on 2014/09/07 at 12:07am
Posted 2014/09/06 at 11:43pmEdited 2014/09/07 at 12:07am
#11
tobyjoey
Wave Man was switched out to put Dive Man in the active slot. Met B attacks Dive Man with Met Shot! Dive Man loses 7 LE! Dive Man attacks Met B with Needle Cannon! -2 WE Met B loses 27 LE! Another hit! Met B loses 20 LE and 7 overkill! Met B is disabled! An Energy Pellet was dropped! Met G is switched to the active slot.
Dive Man attacks Met G with Needle Cannon! -2 WE Met G loses 27 LE! Another hit! Met G loses 23 LE and 4 overkill! Met G is disabled! Met A is switched to the active slot. Met A attacks Dive Man with Met Shot! Dive Man loses 7 LE!
Dive Man attacks Met A with Needle Cannon! Met A loses 2 LE and 25 overkill! Met A is disabled! Met E is switched to the active slot. Met E attacks Dive Man with Met Shot! Dive Man loses 7 LE!
Turn 12
Dive Man attacks Met E with Needle Cannon! Met E loses 27 LE! Another hit! Met E loses 23 LE and 4 overkill! Met E is disabled!
Your team wins! Goal: 12/16 Bonus: +400% EXP: 8000 (1000 per robot)
Your robots leveled up to 2!
Battle 2 Field: Photon City Modifiers: Time x 2.0 Explode x 2.0 Impact x 0.8 Freeze x 0.7 Laser x 0.5 Swift x 0.4
Wood Man was switched to the active slot. Crazy Cannon B attacks Wood Man with Cannon Shot! Wood Man loses 20 LE! Wood Man puts up a Leaf Shield! -1 WE, +40 DEF
Battle 3 Field: Photon System Modifiers: Time x 2.0 Shadow x 2.0 Nature x 0.8 Flame x 0.6 Laser x 0.5 Swift x 0.4
Might as well try this. First off though, how many moves can I put into each robot(The normal 8 or start with one), and can I put moves like Proto Strike on a level 1 Proto Man?
@MegaBossMan : Up to 8 abilities per robot, and all compatible abilities can be used right away at level 1. Start your first turn with Proto Strike as level 1 Proto Man if you so desire. The only thing that levels affect in this game are your overall stats.
I figured it was just a matter of time before other people got interested in the game! This makes me happy to see the "ripple" effect taking place. Because I want this game to be as simple as possible to do, and to make things easier for me to update in the long run, I'm putting the game on a temporary hiatus while I figure out how best to keep all of the player data and battle data intact without running into character limits. I might toss a lot of the RPG data into my alternate account's profile and display the current battle stats on the first post of this thread. I should hopefully have a plan by the end of today, since I will be busy in real life for most of the afternoon. I apologize for those expecting an update to their games, but please bear with me, I WILL get back to the actual battles very soon! When you're doing two or three battle updates, 4800 characters for a reply is NOT a lot to work with! So I'm trying to find ways to do multiple battle updates without having that character limit looming in my thoughts. I should hopefully have a solid plan in place soon.
Again, I apologize for this temporary hiatus, but I expect more people to do the RPG in the future, so I need to reduce the amount of space I need to use up to do this game. My next post in this thread should hopefully be the next battle update post.
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