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Author Topic: [Mod] Mission Mode: Strength in Numbers [v1e]  (Read 64163 times)

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May 14, 2013, 06:12:05 PM
Reply #30

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #30 on: May 14, 2013, 06:12:05 PM »
Just one thing: Why not make an Over-1 class?

May 14, 2013, 06:21:10 PM
Reply #31

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #31 on: May 14, 2013, 06:21:10 PM »
Quote from: "TailsMK4"
-snip- Problems with Toadman.
That seems...odd...I'll look into it.

Quote from: "tsukiyomaru0"
Over-1 Class.
Tsuki. I'm fairly certain you're drunk.
I understand how it would make sense...but for the same rationale it would not. This isn't Megaman X...nor is this Xover. I don't hold Xover with very high regard and I truly don't care about any other explanations you plan to give. There will not be Over-1 in this mod.
You really want Over-1? Make it yourself.

Pardon the incredible amount of cacophonous garble.

May 14, 2013, 06:25:34 PM
Reply #32

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #32 on: May 14, 2013, 06:25:34 PM »
Quote from: "Lego"
Quote from: "TailsMK4"
-snip- Problems with Toadman.
That seems...odd...I'll look into it.

Quote from: "tsukiyomaru0"
Over-1 Class.
Tsuki. I'm fairly certain you're drunk.
I understand how it would make sense...but for the same rationale it would not. This isn't Megaman X...nor is this Xover. I don't hold Xover with very high regard and I truly don't care about any other explanations you plan to give. There will not be Over-1 in this mod.
You really want Over-1? Make it yourself.

Pardon the incredible amount of cacophonous garble.
Quote from: "MMKB, Over-1 entry"
OVER-1 (???? ?? ?b? Wan?) is the main character from Rockman ×over, a Reploid created by Dr. Light and Dr. Cossack (...)
This is my reason :I

May 14, 2013, 07:07:37 PM
Reply #33

Offline Balrog

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #33 on: May 14, 2013, 07:07:37 PM »
Quote from: "tsukiyomaru0"
This is my reason :I


This is my reason why XOver shouldn't touch this game.

May 14, 2013, 07:43:25 PM
Reply #34

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #34 on: May 14, 2013, 07:43:25 PM »
Quote from: "Balrog"
Quote from: "tsukiyomaru0"
This is my reason :I


This is my reason why XOver shouldn't touch this game.
Counter: It's a free (at least in Japan) social game
Also, this is just like that "Dante VS Donte" or "Sonic Unleashed" story: Just because it plays differently or is an AU, people like to pick on it. Come, Over-1's design is not very bad (talking about the official artwork, not the in-game sprites) and he would make more sense than Fakeman or Darkman copying weapons.

May 14, 2013, 07:48:45 PM
Reply #35

Offline Korby

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #35 on: May 14, 2013, 07:48:45 PM »
That doesn't make it any better.

Look, personally, I think Over-1 looks cool. But he sucks. He and his game suck hard, and I'm pretty sure there aren't many Megaman fans who can respect the character whatsoever. He will not be in this mod as Lego has stated, and further arguing about it, whether you agree with Lego or not, will be removed from this topic.

Thanks in advance.

May 14, 2013, 08:31:04 PM
Reply #36

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #36 on: May 14, 2013, 08:31:04 PM »
(click to show/hide)
In-topic: I think we do not need THAT many playable classes. Seriously. Added Duo? Fine, makes sense, he was playable in the arcade games. Added Doc Robot? Uh... Okay, he could borrow power from MM2 bosses so maybe he could use other's powers as well, but isn't he a bad guy? Darkman and Fakeman? I don't recall neither originally having copywep, nor being good guys.

If anything, at most you could consider crossing over protagonists from other Megaman-like games, Like... Rokko-chan maybe? Yeah, there's one I'd like to see. Rokko-chan looks interesting.

May 14, 2013, 08:50:53 PM
Reply #37

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #37 on: May 14, 2013, 08:50:53 PM »
The name of the mod is Strength in Numbers. Of course we need that many classes. Arguing about some of them being villains is silly. I mean, look at SSBB.

May 14, 2013, 09:20:28 PM
Reply #38

Offline SmashTheEchidna

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #38 on: May 14, 2013, 09:20:28 PM »
Quote from: "tsukiyomaru0"
If anything, at most you could consider crossing over protagonists from other Megaman-like games, Like... Rokko-chan maybe? Yeah, there's one I'd like to see. Rokko-chan looks interesting.

At the very least I agree with this. Though considering how the classes were added in sets of four, (original: Megaman, Protoman, Bass, and Roll. SiN: Duo, Doc Robot, Darkman4, and Fakeman) I think we'd need three others to go with it.

That is assuming any new classes would even be considered right now.

May 14, 2013, 09:28:00 PM
Reply #39

Offline TheDoc

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #39 on: May 14, 2013, 09:28:00 PM »
I've also experienced the Toadman glitch TailMK4 mentioned.

(click to show/hide)
Once, I killed Toadman as Docrobot, but I didn't even get the weapon, as well as the above happening.

Regarding Darkman and Fakeman, I love the Fakeman and Docrobot (Surprise Rain is meh) weapons, hate the Darkman weapons, and agree that none of them should be in this particular mod. Maybe you could make a mod (or change this one) based around villains?

May 14, 2013, 09:32:06 PM
Reply #40

Offline ChaoticChao

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #40 on: May 14, 2013, 09:32:06 PM »
For other classes, they could try auto, wily, Cossack, and sniper joe. If some are out of the question, there could be the killers, megaman?, or maybe a cameo from another game?

May 14, 2013, 09:33:40 PM
Reply #41

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #41 on: May 14, 2013, 09:33:40 PM »
Quote from: "Gizmo The Cat"
Quote from: "tsukiyomaru0"
If anything, at most you could consider crossing over protagonists from other Megaman-like games, Like... Rokko-chan maybe? Yeah, there's one I'd like to see. Rokko-chan looks interesting.

At the very least I agree with this. Though considering how the classes were added in sets of four, (original: Megaman, Protoman, Bass, and Roll. SiN: Duo, Doc Robot, Darkman4, and Fakeman) I think we'd need three others to go with it.

That is assuming any new classes would even be considered right now.
Three others, eh? Nezumiman, Marisa Kirisame / Alice Margratoid, Spiritia Rosenberg, Doropie / Francesca... I'm pretty sure there are more characters that could cross over into this. I'd like to also see-
Quote from: "ChaoticChao"
(...) sniper joe (...)
You said EVERYTHING

Quote from: "TheDoc"
Maybe you could make a mod (or change this one) based around villains?
That. A "Play as the bad guys to capture Dr. Light" would be interesting. the Megaman for it? Why not Sniper Joe?

May 14, 2013, 11:40:15 PM
Reply #42

Offline fortegigasgospel

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #42 on: May 14, 2013, 11:40:15 PM »
Quote from: "Gizmo The Cat"
Quote from: "tsukiyomaru0"
If anything, at most you could consider crossing over protagonists from other Megaman-like games, Like... Rokko-chan maybe? Yeah, there's one I'd like to see. Rokko-chan looks interesting.

At the very least I agree with this. Though considering how the classes were added in sets of four, (original: Megaman, Protoman, Bass, and Roll. SiN: Duo, Doc Robot, Darkman4, and Fakeman) I think we'd need three others to go with it.

That is assuming any new classes would even be considered right now.
Lego stated he has no ideas for adding new classes to this.

If I could make classes and things I'd personally do Fan from Rockman Strategy. Little to no information on the character offers a lot of leeway for customization.
Over-1 could maybe get different armors from each boss which change around his stats a bit.
Enker, Punk, Ballade and Quint would be cool, but thinking of what they could get different is the issue.
Rokko-Chan could work out also.
If someone could think of 1 more a full set of unloved characters could possible be figured out.

But not for this mod as stated by Lego.

May 15, 2013, 12:13:20 AM
Reply #43

Offline Korby

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #43 on: May 15, 2013, 12:13:20 AM »
Fun fact.
Me and Lego were making separate mods around the time this started. Lego was working on modifying the original, whereas I was making an additional classes mod[the original version only added Duo, this was when only Cutman was released.]. Eventually, Smash brought up that the mode would be really fun with 6 to 8 people, so I was like "...You're right!" So I started to make more classes. My requirements for the classes is they had to use a buster[this meant no megaman killers or quint], and I didn't want to use any of the "unloved" characters because they're unloved for a reason, and they had to be part of the Megaman classic series. My original plans for classes had Duo, Dark, Doc, and Hard Hat in that order, but after some complaints that Hard Hat wouldn't make much sense, including complaints like "he's just a generic enemy" and "what is a hard hat," Joe suggested Fakeman and Lego made him.

Somewhere along the way, me and Lego decided to combine our mods and then we made this. If you don't enjoy the classes I chose, then, well, suck it up. They're not being changed, and if you don't like one or more of the classes, that's good. I've always said that the entire point of a classes mod is to have classes you will like and classes you don't like. After all, if someone likes all the classes, they're not varied enough and the mod isn't providing enough of an experience. See: No Items, Fox Only, Final Destination.

I don't give a crap that three fourths of the characters that were added were villains, and I find it strange that many of the classes suggested are also villains.
Also, Roll could never use copyweapons and no one complained about her.

And here's my opinion on all of the classes suggested.

Everything Tsuki's suggested except Rokko-chan: No. Just no.
Rokko-chan: This is one I've actually considered, but she wasn't really part of the classic series, and part of her gameplay is her higher jump, and implementing that would break maps.
Auto: I didn't want to make Auto because I don't like Auto.
Wily: YOU ARE FIGHTING WILY. This makes less sense than the villains I already have.
Cossack: No fighting ability, and I'm not finishing Cossack Mech.
Sniper Joe: Already mentioned this, but he's a generic enemy and people complained about that with Hard Hat.

If I missed anything, oh well.

If I seem hostile, I'm not, I'm just a bit annoyed that people thedoc are making such ridiculous claims

May 15, 2013, 12:33:04 AM
Reply #44

Offline TheDoc

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #44 on: May 15, 2013, 12:33:04 AM »
Quote from: "Korby"
Roll could never use copyweapons and no one complained about her.
As I was posting my last post, I thought about that, so I decided to not complain about Darkman and Fakeman being able to copy weapons because then the only classes would be Megaman, Protoman, and Bass (and kind of Duo if you count the arcade games). I'm pretty sure I didn't say anything like that, did I?

Quote from: "Korby"
I don't give a crap that three fourths of the characters that were added were villains, and I find it strange that many of the classes suggested are also villains.

I remember saying that If we ARE gonna include villains (and, in fact, that'd be fine by me), we should make a villains kind of mod. It makes no sense that Darkman, Docrobot, and Fakeman are out to fight Dr. Wily, and are getting help from Megaman and Co. to do so.

Quote from: "Korby"
Stop making ridiculous claims, Doc.
Please elaborate.

Anyways, about the classes that ChaoticChao suggested, I agree that none of these classes would work (except Wily, but I'll explain)

Auto: Wait, we're seriously roping Auto into this? He's a helper. He's in the same league as Eddie. You don't see Eddie joining the classes (and NO, we are NOT adding Eddie).
Wily: I can see this if you put him in the hypothetical villains mod, other wise what Korby said.
Cossack: This makes no sense.
Sniper Joe: Why don't you make a Telly class? Sniper Joe is supposed to be a stage enemy and nothing more. He's even less of an option than Auto.