Coming back to Mega Fortress, I have a few ideas for "original" classes. Basically, instead of stealing TF2's archetypes, I want to give the Robot Masters their own playstyle. For instance, Guts Man may feel like a traditional Heavy with the Guts Machine Gun and his painful Great Hook, but weapons like the Deep Digger and Heavy Slam help to keep his "Guts" theme with him. I tried to incorporate the RM's weapons and personality into their loadouts, and I came up with a few interesting playstyles by doing so.
For instance, here are the weapon choices I have for Quint so far. Originally I was working on Hard Man and simply listed Quint as a user for Heavy Slam just for laughs, but after thinking about it Quint could make a great aerial attacker / anti-ground. Of course, I've just started these today (or yesterday, rather; it's about 2AM over here) so there may be more weapon concepts, and I might change something between now and whenever-someone-helps-me-put-this-together, but I like showing you guys the things I can come up with.
QUINT
Role: Anti-Ground / Death From Above
+ great movement speed
+ good HP / defense values
- can't jump normally
Heavy Slam
Users: Guts Man, Hard Man, Quint
Primary fire is a ground attack that forces the user to jump straight up, then slam into the ground. Upon landing, a shockwave is sent out that stuns nearby opponents who are touching the ground, and a few rock fragments are thrown into the air. Though the rocks may hit foes, it's best to rely on the stun instead. Alternate fire is an aerial attack in which the user quickly divebombs to the ground and scatters debris wildly, with the amount of debris being proportionate to the distance the user dropped. With either attack, enemies caught underfoot are brutally crushed.
Break Line
User: Quint
Primary fire causes the user to leap up and hit the ground, firing off a shockwave of debris along the ground. Rocks are thrown up in a line forward, similar to Flame Tower's pattern. Unlike Flame Tower, these rocks deal heavier damage but don't rip through opponents; the attack also consumes less ammo. However, the attack stops at walls and cannot travel upwards, though it can continue downwards beyond drops. Alternate fire is a similar attack, but shoots from the user's sides instead of traveling in front.
Jump
User: Quint
Primary fire throws the player sky-high and leaves them suspended in air temporarily. The user leaves behind a "ghost" image while jumping and turns invisible when the height of the jump is reached. After a short pause, the user becomes visible again and is thrusted back to the ground with a fearsome intensity, annihilating enemies stepped on and dealing splash damage to those who are unfortunate enough to be caught nearby. Directional input will cause the player to move in a given direction when they descend; if nothing is pressed, the user will strike the position where they originally leaped. Alternate fire is a feint that has 80% the height of attacking. The feint will leave behind a ghost and temporarily hide the user like a real attack, though after becoming visible the user simply drops normally as if they had performed an average leap.
DoubJump
User: Bass, Quint
Primary fire throws the player upward and gives them a slight forward thrust, almost like an additional jump. Alternate fire has a boost with a higher leap, but it lacks forward momentum. Though this "weapon" is incapable of causing damage, it's a great mobility tool and has a variety of practical purposes.
Strategy Theory (may contain spoilers)
Even with only four weapons, Quint has a variety of options at his disposal. Break Line is a decent distance attack and can surprise foes with the side-firing option, though Heavy Slam is a more "traditonal" Sakugarne-style attack. As far as mobility is concerned, DoubJump give Quint his "normal jump" back, and allows him to even use a "jump and a half". However, in this particular case most players would probably opt for Break Line or Jump; Break Line can add an attack to a standard hop, whereas Jump has astounding height and can dominate at close range. Savvy players can even create a weapon combo; after feinting with Jump, one who is quick on the draw can switch weapons to Heavy Slam and scatter rocks in all directions with the alternate fire.
I was thinking of making my own Classes mod, with its own unbalanced classes made by me. I wonder if I can do it:
Mega Man:
Duh.
World Mover:
Uses helmetless Mega Man skin with green armour. Has a laser buster of some sort, but a very weak jumping ability, only enough to reach 1 block height steps. However, he can shift the whole world beneath everyone's feet, right up to the point of flinging them into the air, and this will last 10 seconds, with a 20 second recharge timer. World Mover will have to take advantage of the bouncing landscape to reach higher terrain.
WarMECH:
Uses Hard Man skin. A large but slow moving guy who uses a varaity of explosives, including slow drunk missiles that weave around like the Cleric's Serpent Staff, a powerful bouncing grenade, a vulcan that's faster but weaker than the Bass Buster, and can shoot 5 laser beams that spread out in a fan like pattern, and a nuclear warhead powerful enough to blow apart the entire planet, crashing the game in the process.
Phantom Samurai:
Sorry, but ghosts don't exist.
Dracubat:
Uses Shade Man skin. Attacks with bites and sonic waves, and can jump very high thanks to his large wings. If he manages to bite someone, he will regain some health.
Saw Doctor:
Uses Metal Man skin. Attacks with a variaty of metal saws that travel along the ground. And throws music notes.
ALRIGHT I HAVE TWO IDEAS LAIDIES AND GENTLECUTMEN.
Bob-omb Defuse mode: The players have to defuse 15 walking Bob-ombs by attacking them before time runs out.
Met Endurance mode: The players have to survive an army of mets until time is up.
Defense of the Doctors
Basically Mega Man themed DOTA
Dr. Light and Dr. Wily are on opposite sides of the map. And they send waves of AI monsters Mets vs. Eddies? at each other. Players can kill monsters and enemies to gain screws to buy more powerful weapons. When powerful enough, they can kill the other team's turrets (Rush and Treble?), break into the base and kill the opposing Doctor.
Dunno if it's possible to do that advanced kind of behavior with monsters though.
I had a similar idea, but it involved multiple game series (so we could pull a bigger variety of characters), more LoL-esque mechanics, and less professor homicide.
EDIT: Fleshed out the idea a bit more. Now to get working on it. Maybe.
The League of Extraordinary Megamen lol literary puns
Objective
The objective of the game is simple: destroy the enemy Nexus, located in the center of their base. In order to do this, you will have to push your enemy back to their base through several turrets, each progressively tougher than the last.
Mobs
To help you on your quest, each team's Nexus releases waves of monsters that serve as bullet shields to protect you from the turrets' wrath. In addition, a variety of neutral mobs can be found in various points of the map which can be killed for a variety of bonuses.
Skills
Each character has a set of 4 skills which can be bought as the character levels up. Skills can be used by pressing the corresponding slot key (default: number keys). These vary from alternate attacks to healing skills and anything in between. These skills have cooldowns and costs associated with them, so you can't just use them repeatedly.
Experience
When mobs and characters die, they drop experience orbs for the other team. Collecting enough of these experience orbs causes you to level up, granting you slight increases to all of your stats and giving you a skill point, which you can spend to upgrade skills. Don't be greedy; if another player needs to catch up, let him or her pick up some experience.
Money
Mobs and characters also drop money. These small gold coins can be used at the shop, located at your base, to buy items to augment your stats. Certain items can also be upgraded and combined to create better items.
Blaze, Dood and me came up with this idea a while back.
Non-Mainstream Class Mod featuring DOS, DOS3, Dreamwave, Constellation Droids and Dimensions.
Personal ideas for classes (so my opinions on how they could work, though subject to change)
DOS:
Sonic
HP: Normal
Armor: Normal.
Resistances: Electric and Sound (his own weapon and Noise Crush).
Weaknesses: Explosive: Nuclear Detonator and Crash Bomb x2, Commando Missile and Flash Bomb x1.8, others 1.5
Speed: .8%
Jump: normal
Main: Sonic Wave: Bounces off walls traveling faster then Gemini Laser, not as strong
Alt: Sonar Mines: throws three mines that arc downward and stay on the ground for a short while.
Passive: Can swim in water like Bubble.
Volt
HP: Normal
Armor: Semi High
Resistances: Electric and Explosives
Weaknesses: Sonic Wave and Noise Crush
Speed: .7%
Jump: High
Main: Punching (10 damage)
Alt: Force Field (read passive)
Passive: Players drop batteries (used to fill Volt's ammo bar) upon death. Volt needs roughly 5-6 to fill his bar, which he can then activate Force Field to gain speed, damage and armor until it wares off, which it does the spread attack.
Volt is rather weak and more needs to kill steal to keep up with other players, but once his gauge is full he gains the power to outdo most classes for only a short time. Other classes can grab the batteries to keep him from doing so.
Dyna
HP: Normal
Armor: Low
Resistances: Explosives, Sound
Weaknesses: Electric: Force Field and Spark Shock x2, Thunder Beam and Thunder Wool x1.8, others x1.5
Speed: 1.5x
Jump: High
Main: Nuclear Detonator (high damage): On ground he throws it forward and it moves average speed. In the air he drops it downward.
Alt: a forward jump, similar to Toad's but with more distance and less height.
Dyna is a glass cannon, he is strong and fast but with the downfall of not being able to take a hit.
Bit
HP: Normal
Armor: Normal
Resistances: Electric and "Cutter"
Weaknesses: Fire
Speed: .8x
Jump: Low
Main: Bit Cannon: Fires a wide shot that can easily be jumped over.
Alt: Charge: Bit runs forward at a normal speed and deals a lot of damage to a target if he hits them. If he hits a wall tiles fall around him damaging if they hit.
Passive: After about 2-3 seconds of inactivity Bit gains invulnerability. Moving, Jumping, or Shooting makes him vulnerable again.
Shark
HP: Normal
Armor: Low
Resistances: Water
Weaknesses: Oil Slider and Oil Stream
Speed: 1x
Jump: Normal
Main: Shark Boomerang: He throws the boomerang forward, holding down the attack button holds it in place at it's furthest position but drains ammo, releasing calls it back.
Alt: Shark Bite: Does a small move forward and a powerful melee attack.
Passive: when whatever flag that tells Sonic and Bubble they can swim is active on him he gains a slight speed increase. Also Shark Boomerang does extra damage to targets in water.
Shark is ment to be lack luster, but a worth foe when facing him around water.
Wave
HP: Normal
Armor: Normal
Resistances: Water and Fire
Weaknesses: Shark Boomerang and similar weapons
Speed: .8x
Jump: 1.2x
Main: Water Shooter: A rapid fire water shooter attack, kills quick but has no spread.
Alt: Water Spreader: His in game version, good spread for hitting closer targets.
Passive: While standing on any floor that counts as water terrain he regains ammo a bit quicker (not much quicker).
Ammo gauge looks like a water tank.
Oil
HP: Normal
Armor: Normal
Resistances: Oil weapons and whatever Shark similar weapons are.
Weaknesses: Blade weapons
Speed: .7x
Jump: normal
Main: Oil Stream: slow moving, not too strong. When it hits a target it "oils" the sides of their screens and lowers their traction, causing sliding. Also Oiled targets take extra damage from fire.
Alt: Oil Slick: Slicks the ground in front of him, causes sliding, fire attacks instantly remove the slick but cause a powerful attack to anyone on it.
Passive: Immune to sliding.
Oil acts as a support class, working well along side fire classes.
Blade
HP: Normal
Armor: Normal
Resistances: "Cutter" and Oil
Weakness: Electric
Speed: 1.2x
Jump: normal
Main1: Blade Launcher: low damage but has ammo for about 25 rounds, firing rate increases for each shot as the button is held.
Alt1: Reload
Main2: Spins the blade in place, after a moment it fires fast. Damage dealt is based on the remaining HP the hit target has, the more HP they have the more damage it does. Uses all his ammo.
Alt2: Reload
Passive: Does not refill ammo normally, he automatically reloads when ammo is depleted or manually.
Blade is more effective against bigger targets, his alt used for lowering targets HP to force them to retreat or lower them for his primary to finish the job.
Torch
HP: normal
Armor: normal
Resistance: Fire and Electric
Weakness: Water
Speed: 1x
Jump: normal
Main: Torch Arm: A sniper weapon which starts off a bit slow but accelerates more as it travels.
Alt: Blowtorch: a weak (like 5 damage) arm swing to knock enemies away (can't knock down holes)
To make Torch differ from DM3 I thought instead of gaining damage as it travels, it just naturally be stronger, but simply gets faster, but balances by starting slowly.
Dreamwave
Express
HP: Low
Armor: low
Resistance: not sure
Weakness: also not sure, maybe Oil attacks
Speed: OMGLOOKATHOWFASTHEIS aka how fast Quick is with speed up.
Jump: low
Main: Solar Machinegun: Rapid fire, weak weapon (1 damage), consumes ammo quicker.
Alt: Solar Cannon: Fires a rather large energy shot, consumes all his ammo, damage varies based on how much ammo he has left when used.
Passive: Moving drains his ammo due to how fast he is. When his ammo is out he can't move until it refills completely.
Multi
HP: Very High
Armor: High
Resistance: not sure
Weakness: not sure
Speed: Very Low
Jump: Very Low
Main: Left punch
Alt: Right punch
Item: Multiply: Spawns a smaller Multi Man in front of him, soaks up attacks (50HP) and attacks with him. Can have 2 smaller Multis out at a time.
Barrage
HAHA no. Maybe as a support item or something, but not a class.
C-Droids and Dimension will be listed some other time.
Obscure Class Mod Part 2 this time Constellation Droids and Dimensions
Aeries
HP: Normal
Armor: Normal
Resistance: Fire
Weakness: Bubble Beam > Other Water Weapons
Speed: 1.2x
Jump: 1.2x
Main: Heat Snap: whips his crop and makes a small burst of fire a short distance in front of him. Always at same distance.
Alt: Heat Wave: Makes a wave of fire roll across the ground that goes through targets. Does not go up cliffs.
Taurus
HP: High
Armor: High
Resistance: Rocks / Hard Knuckle
Weakness: Twin Laser > other Wind weapons
Speed: .6x
Jump: .5x
Main: Sandstorm: makes a small sand storm spiral around him to hurt opponents within melee range.
Alt: Ox Tackle: Rushes forward quickly until he hits a wall, pierces armor for a powerful attack.
Gemini
HP: Low
Armor: low
Resistance: Wind
Weakness: Heat Wave > other Fire weapons
Speed: 1.3x
Jump: 2x
Main: Laser burst: Small laser shots with a decent firing rate and damage alternating between a pink and blue shot.
Alt: Twin Laser: two lasers spinning around eachother to create a vorpal that pulls enemies to it slightly, effective for pulling opponents into the shot if they are just out of reach, rips.
Passive: Slow decent. (always has low grav basicly)
Cancer
HP: Low
Armor: high
Resistance: Water
Weakness: All electric attacks do the same extra damage.
Speed: 1.2x sideways. .8x forward.
Jump: .7x
Main: Bubble Beam: Rapid fire short range shot (same range as quick boomerang) but the shots linger a moment in place before going away.
Alt: Crab Claw: (if possible) grabs an opponent and holds them in front of him, using them as a shield or to pump Bubble Beam into. Opponent can still turn and fire. (If not possible) Bubble Tsunami: creates a tidel wave in front that hits high but close. (totally stolen from Cancer Bubble)
Leo
HP: Normal
Armor: Normal
Resistance: Wind
Weakness: U.V. Ray > Other fire weapons
Speed: 1.3x
Jump: 1.1x
Main: Whirl Wind: Sends a weak wind shot forward that when hits an opponent traps them before returning to him. (releases after a moment on it's way back)
Alt: Lion Lunge: a forward lunging claw attack.
Virgo
HP: Low
Armor: Low
Resistance: Water
Weakness: Hail Storm > Ice weapons
Speed: 1x
Jump: 1x (even lower decent in water)
Main: Chain whip: short range weapon with chains, has a good width.
Alt: Maelstrom: Giant tornado spirals around where used, pulling nearby opponents toward it (pull is slightly less then normal run speed to allow getting out of it), damages enemies severely while they are in it.
Libra
HP: High
Armor: High
Resistance: Fire
Weakness: Maelstrom > Water weapons
Speed: .5x
Jump: .5x
Main: Scale Smash: drops two iron scales in front of him, pierces armor. (stolen from Libra Scale)
Alt: U.V. Ray: Wide range attack that damages enemies inside it's range. Fires in a cone shape from him with low range.
Ment to be the hard man of the group.
Scorpio
HP: Normal
Armor: Normal
Resistance: Ice
Weakness: U.V. Ray > Fire weapons
Speed: 1.1x
Jump: .6x
Main: Scorpion Tail + Ice Blast: Normal attack stings with tail. Holding button charges an ice chunk on the tip. Taking damage or releasing button causes the blast to be shot.
Alt: Hail Storm: AOE attack, when used causes hail to drop in target area periodically over time. Deals damage in small amounts per hit but lasts a long time.
Passive: Wall climb: Walking into walls slowly climbs them without use of ladders.
Sagittarius
HP: High
Armor: Low
Resistance: Electric
Weakness: Hail Storm > Ice Weapons
Speed: see Centaur.
Jump: .7x with a double jump (guy has wings)
Main: Blazing Arrow: Fires an electrified arrow that deals a lot of damage and travels quick, takes time to ready the arrow though.
Alt: Arrow ready: Readies an arrow without firing, allowing him to ready one while not in combat.
Capricorn
HP: Normal
Armor: Low
Resistance: Fire
Weakness: Hail Storm > Ice weapons
Speed:1.5x
Jump: 1x
Main: Rapier Thrust: double sword thrust. Bring him forward slightly.
Alt: Flaming Sword: makes a flaming sword wave travel across the ground quickly, cutting through enemies and armor. Does not scale cliffs or go down them.
Aquarius
HP: Semi low
Armor: low
Resistance: Water
Weakness: Blazing Arrow > Electric attacks.
Speed: .8x
Jump: 2x
Main: Storm Drain: Mains a rain cloud raise upward and travel in a zigzag forward raining down upon enemies.
Alt: Storm Surge: Makes a water current move across the ground pulling enemies quickly away from him, damages enemies slightly as they stand on it, can't be run up (though doing so lessens how far you are dragged and amount of damage), can't push down holes, can be jumped.
Passive: floats in water.
Pisces
HP: Very Low
Armor: Very low
Resistance: Water
Weakness: Blazing Arrow > Electric weapons
Speed: Quick's
Jump: Low
Main: Hydro Cannon: Powerful blast, low RoF, knocks back slightly.
Alt: Dolphin Jump: "Back flips" similar to Toad's but lower distance, sends him opposite direction he is facing.
Powerful, fast, but frail with a low firing rate.
Fan
HP: Normal
Armor: Normal
Resistance: None
Weakness: None
Speed: Normal
Jump: Normal
Main1: Talisman Water: A short range water pump attack that pushes enemies back
Alt1: Talisman Earth: A stone wall raises in front of him that soaks up damage (100 HP)
Main2: Talisman Fire: 2 Flames spiral around him and raise upward.
Alt2: Talisman Thunder: Short Range attack that calls down lightning bolts around him.
Based this class off the 4 elements Rock takes on to use weapons in Strategy cause little is known about him.
Luna
HP: High
Armor: Normal
Resistance: None
Weakness: None
Speed: .9x
Jump: Low Grav
Main: Crescent Roller: Sends his little blades forward rolling across the ground, one goes a short distance the other farther.
Alt: Crescent Blade: Fires 3 slow moving crescent shots horizontally as they move forward. (inspired by Moon Destroyer)
Apollo
HP: High
Armor: High
Resistance: None
Weakness: None
Speed: 1.3x
Jump: 1.3x
Main: Flame Snakes: Creates two flame snakes to his sides.
Alt: Flame Fumes: Makes three flaming tornadoes appear in front of him and move forward quickly, which are ground locked, do not go up or down cliffs.
Passive: When his HP hits 10% he can uses Solar Blast (item), which deals a lot of damage and small splash damage.
Inspired by Apollo Flame in every way.
All his attacks use a lot of ammo to limit how often he can attack in hopes to balance his massive damage and stats.
Dimensions time.
All following are based on Roll-Chan fan game incarnations.
Dangan
HP: Normal
Armor: Normal
Resistance: Missile Weapons
Weakness: Busters
Speed: 1.6x
Jump: 1.5x
Main: Dangan Vulcan: Fires three shots that travel upward before arcing back down and exploding on contact with something.
Alt: Dangan Missile + Bomb drop: Flys around at used elevation and drops a bomb at set integers. Lasts until out of ammo, can only be used while at full.
Konro
HP: Normal
Armor: Normal
Resistance: Fire
Weakness: Barrier Wind > Shield weapons
Speed: .8x
Jump: .8x
Main: Flame Mixer: Fires three flame shots forward which stop at certain points before returning.
Alt: Flame Shower: Makes fire rain down at random spots nearby which leave flames on the ground where they land.
Aircon
HP: High
Armor: High
Resistance: Wind and Ice
Weakness: Flame Mixer/Shower > Fire weapons
Speed: .5x
Jump: 2x
Main: Barrier Wind: Makes small shots which spread outward before turning into small tornadoes and flying forward quickly, block shots.
Alt: Cloud block: Creates a cloud that travels forward slowly, pushes players and can be stood on.
Komuso
HP: Low
Armor: Low
Resistance: Melee weapons
Weakness: Rock/Forte/Dangan Vulcan
Speed: 1.5x
Jump: 1.3x (has wall jump)
Main: Doppler Crash: Creates a clone that travels forward and damages players it goes through.
Alt: Doppler Attack: Spawns two clones next to him and all three shoot a spread shot.
Rage: gains usable item which uses his flame attack, damaging enemies as the flames spin around him at a good distance.
Clock
Spawns with a "Clone"
HP: 2 bars both normal (one for clone) (if player dies the clone's HP is given to player and it will die)
Armor: Low
Resistance: AOE attacks.
Weakness: Doppler Attack/Crash
Speed: 1x
Jump: 1x
Main: Clock Spark: 3 way shot, in a leftward arc, rightward arc as well if both Clocks are alive.
Alt: Slide Tackle: Like the slide, does damage for each clock.
Item: Over time Time Shift charges (only ammo use item), sends two clock halfs forward which harm opponents they touch, after distance both halfs connect and all players stop, time bomb then rains lightning around Clock Men. Both Clocks must be alive to use.
Passive: Possible way to revive second Clock.
Compass
HP: Normal
Armor: Very High
Resistance: All
Weakness: None
Speed: .8x
Jump: 1x
Main: Spark Shots: Fires a double shot per use. Low damage.
Alt: Spark Spread: Fires 5 shots in a spread. Low damage.
Item: Split ->
Changes armor to Low, Removes resistances, Speed raises to 1.2x. Top half follows player around.
While spread Main fire causes top half to shoot in 8 directions. Alt sends top half spinning forward (similar to beat support). Item reconnects, runs on a cooldown.
Passive: 1 damage is delt whenever Compass is touched
R-Shadow
HP: High
Armor: Normal
Resistance: None.
Weakness: None
Speed: 1x
Jump: 1x
Main1: R-S Buster: Piercing laser shot.
Alt1: Slide attack
Main2: Doppler Crash: foward sword attack followed by a spread shot to his sides.
Alt2: Slide attack
Item: Sakugarne: Jumps once and causes rocks to fall, only damages physically with Sakugarne (uses his ammo bar, one use per full bar.)
Dimensions have a 50% chance of dropping either of their weapons (the Rock or Forte versions)
Also changes to Express and Multi in prior post.
OK, so as much as I enjoy the idea of having obscure game classes, I'm going to be honest with you, FGG- a lot of 'em are pretty darn boring. The problem stems from you simply trying to use only their in-game attacks, when classes gives you room to expand upon attack strategies on something a Robot Master doesn't show in games or the cartoon, but should logically have.
Take a look at Dust Man for example- he never fired small bits of junk, nor did he ever fire actual buster shots. He didn't have a junk meter, he just shot junk. Skull never had a hyper mode, Magnet never had a magnet push, Air never had the actual Air Shooter, Bubble couldn't flood, Knight couldn't dash hit with his sword shield, Junk never PAWNCHED nor did he fire the giant scrap block of death... I think. It's been a while since I played 7. Anyway, Snake never climbed, Shadow never turned invisible, Dive never had- oh wait, no, he did in Power Battles.
The point is, basing these classes strictly off their games is hard, especially with the DOS games and their rather simplistic Robot Master AI. It's also hard with Dreamwave (a comic) and the Constellations (way way different battle structure). The only one that really had anything different was R&F2, and even that game had few unique attacks in them- most of the bosses resorted to sliding or levitating into you. Thus, you've gotta be crafty about this.
For example:
Sonic Man
Speed: Average
Main: Sonic Wave: Faster firing, weaker Gemini Laser. Has a faster cooldown and depletes ammo somewhat slowly, but takes a while to charge up.
Alt: Trident Thrust: Strong ripping melee attack.
Passive: A small minimap appears at the bottom corner of the screen. Should anyone move into the perimeter of this space, they appear on it as well. Weapons and items do not appear. This is like how sonar can locate things nearby.
When thinking of classes, one has the freedom of being as free thinkers as they wish. You don't have to be weighed down by the game just to make these things you know.
Came to the realization I forgot Genesis Unit in the Obscure Classes idea.
Buster Rod G.
HP: Normal
Armor: 1.5 (doom based)
Weaknesses: Rolling Cutter, Air Shooter, Atomic Fire, Leaf Shield, Hard Knuckle, Magnet Missile, and Needle Cannon
Resistances: Search Snake, Spark Shock, Top Spin and other electic moves.
Speed: 1.5x
Jump: 2x Has Wall Jump
Main Fire: BRG Buster: Basic fire buster that deals low damage.
Alt Fire: Monkey King Rod: Stops movement before using his pole extend attack to deal decent damage.
Item: After Image: creates 5 images that follow along behind Buster Rod dealing damage to players that touch them. Will fire buster shots along with him that deal no damage.
Mega Water S.
HP: Normal
Armor: 1x (doom based)
Weaknesses: Ice Slasher, Hyper Bomb, Atomic Fire and Search Snake
Resistances: Rolling Cutter, Metal Blade, Air Shooter, Top Spin and weapons similar to Metal Blade.
Speed: 1.2x
Jump: 1x
Main Fire: Harpoon Gun: Fires strong yet slow harpoons, push enemies back a short distance. Low RoF.
Alt Fire: Water Pump: Stops to fire a pump of water forward, deals no damage but pushes back quickly.
Item: Water Barrier. Increases armor significantly, ice attacks pierce it. Only has 1 use per spawn.
Hyper Storm H.
HP: 2x
Armor: 2x
Weaknesses: Hyper Bomb (deals 4 times damage) and Fire Storm
Resistances: Bubble Lead, Search Snake, Leaf Shield, Top Spin
Speed: .3x (yes, slow as hell)
Jump: 1x
Main Fire: Storm Blaster: Stops moving to blow enemies away and fire shots forward.
Alt Fire: Jump stomp attack.
Probably not the best ideas, but just my opinions.
Reasonable. Though I'd like to see little arguement over wither or not they did have weapons, I personally don't care as long as they fit.
Maybe buster upgrades instead for those three? Ripot's could be like the super adapter, but instead of an upward thrust it allows one forward dash while in the air with a weak slow fire buster to balance the mobility.
Perhaps. Also maybe a reskin of Junkman's Junk Cubes for Garbage?
EDIT: Also, Quake Drill might need a slightly different HUD arm because of this page in the comic:
(http://images1.wikia.nocookie.net/__cb20120815075118/megaman/images/6/6f/MegaManArchieC016-3.jpg)
Note how his buster turns into a drill.
And don't get me started on Mass Production's hud.
Map idea:
Open area
In the center, is a shrine of this person:
(http://media.tumblr.com/tumblr_mbwsye01WJ1r13lnq.jpg)
Meanwhile, You spawn in from the sky and fall towards the ground
The map song is this:
Oh right, did I also mention that there's tons of penguins and tigers watching you in the forest on the side
Robotized Masters Weapons from Worlds Collide.
I even have some ideas for them (I only know of 8 of them though)
(http://24.media.tumblr.com/7404e757f708e4d97b26c47be2b32c6c/tumblr_mqws5cYxxR1r2jguio1_500.jpg)
(http://31.media.tumblr.com/cf0f31f4e6f1577e9ad885cc66f2e70b/tumblr_mqws5cYxxR1r2jguio2_500.jpg)
(http://31.media.tumblr.com/d7a98160176c93e2bbfbcc6fa1d3fb03/tumblr_mqws5cYxxR1r2jguio3_1280.jpg)
(http://31.media.tumblr.com/3041a924a5acfef80e5b53bcbdcbc89a/tumblr_mqws5cYxxR1r2jguio4_500.jpg)
(http://24.media.tumblr.com/19557b76a131f15707f120848dfacd0f/tumblr_mqws5cYxxR1r2jguio5_500.jpg)
Chaos Cannon: Fires a slow moving blast that traps the hit target briefly. Stronger then Spark Shock, but it has less ammo and they can't be hurt or attack while stunned.
Psycho Burst: Fires a weak small shot that throws targets in random directions, but unable to send across *block monsters.
Chroma Camo: Utility weapon (like skull, plant, time stopper) which makes the user invisible temporarily. Can still be harmed, can't change weapons until depleted.
Acoustic Blaster: Fires a quick traveling shot that deals mid damage and disrupts vision of target (via leaving notes on there hud)
Piko Hammer: Strong single hit melee attack that stuns target.
Tail Wind: Long ripping attack that when the fire button is pressed again sends the shot upward.
Sharp Knuckle: Mid damage double melee attack that knocks targets away.
Rapid Stinger: Weak quick shot attack with limited range and high ammo.
I may be able to help a little with some sprites if anyone actually wants to do these.
Robotized Masters Weapons from Worlds Collide.
I even have some ideas for them (I only know of 8 of them though)
(http://24.media.tumblr.com/7404e757f708e4d97b26c47be2b32c6c/tumblr_mqws5cYxxR1r2jguio1_500.jpg)
(http://31.media.tumblr.com/cf0f31f4e6f1577e9ad885cc66f2e70b/tumblr_mqws5cYxxR1r2jguio2_500.jpg)
(http://31.media.tumblr.com/d7a98160176c93e2bbfbcc6fa1d3fb03/tumblr_mqws5cYxxR1r2jguio3_1280.jpg)
(http://31.media.tumblr.com/3041a924a5acfef80e5b53bcbdcbc89a/tumblr_mqws5cYxxR1r2jguio4_500.jpg)
(http://24.media.tumblr.com/19557b76a131f15707f120848dfacd0f/tumblr_mqws5cYxxR1r2jguio5_500.jpg)
Chaos Cannon: Fires a slow moving blast that traps the hit target briefly. Stronger then Spark Shock, but it has less ammo and they can't be hurt or attack while stunned.
Psycho Burst: Fires a weak small shot that throws targets in random directions, but unable to send across *block monsters.
Chroma Camo: Utility weapon (like skull, plant, time stopper) which makes the user invisible temporarily. Can still be harmed, can't change weapons until depleted.
Acoustic Blaster: Fires a quick traveling shot that deals mid damage and disrupts vision of target (via leaving notes on there hud)
Piko Hammer: Strong single hit melee attack that stuns target.
Tail Wind: Long ripping attack that when the fire button is pressed again sends the shot upward.
Sharp Knuckle: Mid damage double melee attack that knocks targets away.
Rapid Stinger: Weak quick shot attack with limited range and high ammo.
I may be able to help a little with some sprites if anyone actually wants to do these.
i might try to make this because it looks cool and i have got some sprites done (i may need a bit more work on it) (http://fc02.deviantart.net/fs71/f/2013/215/c/b/bustb0_by_leoalex50-d6gg1vm.png)
(http://fc02.deviantart.net/fs70/f/2013/215/3/1/acoustic_blaster_note_by_leoalex50-d6gg28y.png)
but i might need help coding them
I've an incomplete idea that I don't plan on coding, but I'll still put it here because it sounded fun to me. Inspired by Space Invader and the Mission Mode of CMM.
Basically, it's a gamemode where you control Mega Man (or at least, can only use the Mega Buster at the beginning), and you have to defeat waves of enemies, in a medium-sized room (about the same long as MM7 Wily 2 Castle's main hall).
Enemies come from the outlines of the room, and are more numerous if there are more players (enemies are pretty much like the ones in Mission Mode. For those who can't walk, like this screw that shoots bullets in a spread in Cut Man's stage, they could just drop on the floor from the ceiling).
The stages work like "Stage 1-1, Stage 1-2, Stage 1-3...", and for instance all the Stages 1 would be located in Cut Man's stage theme, Stage 2 woulg be Guts Man's, etc...
At the last substage (Stage 1-10, for instance), the Robot Master of the current stage comes and kick your ass (eventually enemies help him). If you defeat him, you don't get his weapon ; actually, to get one, you just need luck when defeating enemies as they eventually drop them.
They don't drop ammo or health capsules through, but you have several lives. When you run out of health, you die, and respawn (if you have another live) a little later, ŕ la Ninja Spy. Enemies can drop Extra Lives too. But all what they drop disappears after a while if not picked up. When you die, you respawn without any weapons (and your Mega Buster's level decreases by one). The game is saved after each Robot Master defeated (so at the beginning of each brand new stage).
Concerning weapons-- I'd suggest that either :
- only ONE special weapon can be equipped at time (Mega Buster & Needle Cannon, or Mega Buster & Noise Crush for instance), in short, the player can only have his buster and 1 special weapon at a time. Collecting another one different from the current special weapon will overwrite the older one.
If it is decided so, then enemies should drop Mega Buster powerups that could improve spread, fire rate, power, effects, or whatever you want that makes the Mega Buster better (even if it could, after many powerups, turn it into a tri-directionnal laser that explodes on contact >_>). If the same weapon is collected again, then it gives more ammo.
Also, I don't know if the player has to switch weapons to use the special weapon, or if the special weapon can be used as an altfire from the Mega Buster.
- or, you could simply collect as much weapons as wanted, collecting one you already have gives you more ammo. But then there's no powerup for the Mega Buster.
And then, enemies can only drop Mega Buster powerups, Special Weapons (that become "ammo recharge" if you already own the weapon), and Extra Lives.
The rooms might be large and flat at the beginning, graduatelly becoming more narrow, hazardous, crumbling, irregular... harder to move around, in short.
So, I just throw this beginning of idea out here, but I don't especially look forward for its creation. It just came in my mind and I thought it was rather a cool game mode.
I've an incomplete idea that I don't plan on coding, but I'll still put it here because it sounded fun to me. Inspired by Space Invader and the Mission Mode of CMM.
Basically, it's a gamemode where you control Mega Man (or at least, can only use the Mega Buster at the beginning), and you have to defeat waves of enemies, in a medium-sized room (about the same long as MM7 Wily 2 Castle's main hall).
Enemies come from the outlines of the room, and are more numerous if there are more players (enemies are pretty much like the ones in Mission Mode. For those who can't walk, like this screw that shoots bullets in a spread in Cut Man's stage, they could just drop on the floor from the ceiling).
The stages work like "Stage 1-1, Stage 1-2, Stage 1-3...", and for instance all the Stages 1 would be located in Cut Man's stage theme, Stage 2 woulg be Guts Man's, etc...
At the last substage (Stage 1-10, for instance), the Robot Master of the current stage comes and kick your ass (eventually enemies help him). If you defeat him, you don't get his weapon ; actually, to get one, you just need luck when defeating enemies as they eventually drop them.
They don't drop ammo or health capsules through, but you have several lives. When you run out of health, you die, and respawn (if you have another live) a little later, ŕ la Ninja Spy. Enemies can drop Extra Lives too. But all what they drop disappears after a while if not picked up. When you die, you respawn without any weapons (and your Mega Buster's level decreases by one). The game is saved after each Robot Master defeated (so at the beginning of each brand new stage).
Concerning weapons-- I'd suggest that either :
- only ONE special weapon can be equipped at time (Mega Buster & Needle Cannon, or Mega Buster & Noise Crush for instance), in short, the player can only have his buster and 1 special weapon at a time. Collecting another one different from the current special weapon will overwrite the older one.
If it is decided so, then enemies should drop Mega Buster powerups that could improve spread, fire rate, power, effects, or whatever you want that makes the Mega Buster better (even if it could, after many powerups, turn it into a tri-directionnal laser that explodes on contact >_>). If the same weapon is collected again, then it gives more ammo.
Also, I don't know if the player has to switch weapons to use the special weapon, or if the special weapon can be used as an altfire from the Mega Buster.
- or, you could simply collect as much weapons as wanted, collecting one you already have gives you more ammo. But then there's no powerup for the Mega Buster.
And then, enemies can only drop Mega Buster powerups, Special Weapons (that become "ammo recharge" if you already own the weapon), and Extra Lives.
The rooms might be large and flat at the beginning, graduatelly becoming more narrow, hazardous, crumbling, irregular... harder to move around, in short.
So, I just throw this beginning of idea out here, but I don't especially look forward for its creation. It just came in my mind and I thought it was rather a cool game mode.
I like the idea, its prety much like "invasion" mode but with some changes, someone tried to make invasion maps but the project just failed... would be cool to have at least 2 or 3 invasion maps for the core game, so people can exparience how cool is "invasion" mode... but sadly, seems like the core wont have "invasion" maps...
"Whats an "invasion" map?" see the spoiler for an example...
http://www.youtube.com/watch?v=S9PrcBAdfug&feature=share&list=SP39C22EFF0C619329
I've had an idea for a survival game mode inspired from Musashi's hale topic. I have no name for it yet but I do have a rough idea/draft.
Basically it will be similar to slender mixed with the duo bosses, but instead of two slenders, you will play as shadow and marionette from darkstalkers.
(http://www.spriters-resource.com/resources/sheets/6/6159.png)
these guys
Two players would be selected to be shadow and marionette. Their task is too eliminate all the survivors. but they have their own unique way to accomplishing this (I'll get to this later after explaining how the bosses work.)
So how will they control? Let me explain:
Shadow: He will play similar to creeper from GvH but without the stun balls. His movement sprites will be a small or medium sized shadow on the ground and his main will be mix of creeper's main but with the attack delay of Impaler from Legacy of Darkness. the main attack will be instant death but will have the Impaler main attack delay, so it will be a risk if it missed. The sprites for the attack should be similar to how he raises up in the sprite sheet above. He will be a bit beefy compared to marionette but not too much. Weaknesses would be anything Holy/Light based attacks and maybe blade themed so the weaknesses won't be too useless. He will resistance toward anything that is shadow/dark themed attacks and buster theme attacks.
Marionette: She will be up high in the map/sky. Her main is that she will drop down and grab survivors and take them up (Insta death) Much like shadow's but it will be a bit longer but not morshu bad. She will be faster than shadow but a bit frail. Her weakness would be Fire themed and blade themed attacks. Her resistances will be anything wood/plant based and ripper based attacks. (I am Not so good with weaknesses.)
So to sum up these guys' pros and cons:
Shadow Marionette
---------- / -------------
Average Speed / Fast Speed
Average Delay on Attacks / Slightly Slow delay on attacks
Somewhat above average Def. / Slightly Low Def.
Weak to light and blade attacks / Weak to Flame and blade attacks
Resists Dark and Buster attacks / Resists plant and ripper attacks.
So these guys just sound not too different or sound generic right? Well maybe but remember that special, unique abilities of their's that I mentioned earlier? Well time to explain it. That unique ability they have is too morph into their fallen victims. (The best example I can think of is the Mohoph from Ghouls vs Humans.) Well in the original arcade games, when selected they will appear behind one of the regular characters on the select screen and when the selected character defeats an opponent shadow will move over to they fallen opponent and Appear on them. http://www.youtube.com/watch?v=L79wg64c57c <--See this for detail. So after they have "eliminated" the victim, their alt will morph them into a random Stock game skin so they will blend in but if they attack once (or three or two time) you will revert back to their original forms. They will not gain any abilities or weapons when morphed. They just changed forms. I'm not sure if this should be made for lms or tlms. And not too sure if the bosses should have health or have a stun bar and die from timer similar to slender. Also not sure if the map should get dark like that of slender. Anyway I hope for responses and opinions and suggestions for this.
Bump:
Not really a mod idea per se(does it have to be project ideas?), but something I recently had in mind.(I'm so gonna be hated for this...)
It's SH stuff. Do you happen to have a boss idea but don't know who to submit it to? Are there so many variations of SH with their own rules that you are puzzled which is the best?
I have an idea for a solution: A place where good boss ideas are dumped into so that later on, any pre-existing SH mods can "adopt" them and the players get a new contender to fight. I know several have turned against SH, but there are others out there who have a boss idea.
How about something similar to it that would be much more fitting to Mega Man? Basically: Wily Mode. Each boss, instead of being some random thing with melee attacks and such, are instead one of the Wily Capsules. I'm thinking that they could fly around as much as they want, however they can't go THAT fast, so that they'd be encouraged to actually fight the players instead of running away. The attacks they would have would be based on that specific capsule, though some editing of damage values would need to be done in order to make it balanced between capsules.
So, I may as well expand upon this idea, yes.
All Capsules can fly, and can teleport. However, they can only go so high above the ground, and the teleport sort of works like current YD Centaurman's. The teleportation will be the item all Capsules share.
MM4 Wily Capsule
-Main: Creates orbs around the capsule that spiral in before firing a powerful shot.
-Alt: (None, or short-time invisibility)
MM4GB Wily Capsule
-Main: Fires a shot that bounces
-Alt: Drops a bomb
MM5 Wily Capsule
-Main: Fires orbs that spiral outward before spiraling back inward.
-Alt: Fires a shot straight down that splits into 4 upon hitting the floor.
MM6 Wily Capsule
-Main: Creates orbs that spiral outwards in a manner similar to Power Stone, but with more range.
-Alt: (None, or short-time invisibility)
MM7 Wily Capsule
-Main: Fires four shots similarly to the Megaman 7 expansion final boss. Both fire and ice shots freeze you in place, but the ice ones do no damage.
-Alt: Fires a bolt at the ground that explodes into a spread of shots.
MM8 Wily Capsule
-Main: Fires shots that spiral outwards, pause, then spiral outwards in a larger arc.
-Alt: Fires shots upwards that arc downwards and split into 4 once they hit the ground.
MM&B Wily Capsile
-Main: Fires shots that spiral outwards
-Alt: Fires four shots that home in on foes, can be charged to fire 4 homing bombs that are destructible but do more damage.
MM9 Wily Capsule
-Main: Fires shots upwards and downwards that follow the ground/ceiling
-Alt: Fires 4 shots out that pause before homing in on enemies
MM10 Wily Capsule
-Main: Fires 5 shots that pause before trying to home in on an enemy.
-Alt: Fires a shot along the ground, then fires another shot that rains down shots.
I'm not very good at describing things, I know. Additional possible bosses include Sunstar and the Alien hologram.
- Pharaoh Man: Replace the center Knight Crush with Expand Dong.
what
the
dong
I know I wanted DKC themed extra content, but not like this!
(http://cutstuff.net/molly/DBBKUP/dinkface.png)
NOT LIKE THIS!
no seriously, what the heck are you up to?
Although Poltergust 3000 could be a nickname for Black Hole Bomb...... but that ain't in v4....
Wait.
Poltergust 3000 = Hyper Storm H breath attack
expand dong = Buster Rod G rod attack (it's almost even the right colour!) >n<
wilywar weps?
Idea: Metroid Prime Hunters mod for MM8BDM. Combat Visor (HUD material) can be ripped for all Hunters without having to do a multiplayer game (thanks Bot system!), and we could take some liberties such as having First Person in Morphball Mode (without the Combat Visor but with HUD objects on its own) and maybe try a simple radar system (shows only nearby enemies, except if they are cloaked like Trace)
That reminds me
(http://37.media.tumblr.com/44aaefd2ce08d957df3bd679e4a9313b/tumblr_n5jtwdEM8K1syxgg9o1_1280.png)
Will this ever be actually compatible with 8BDM? (http://terminusest13.tumblr.com/post/85698684881/samus-latest-mission-is-a-wee-bit-different-than)
Here? It's better to make a thread and put'em here.
So I planned bots in the Kirby's Dream Land expansion!
Here are some:
Waddle Dee
Bronto Burt
Cappy
Poppy Bros JR on an apple
Grizzlee
There must be too much in my head...
I was thinking of a Robot-EX classes mod, , to upgrade, but balance the MM1-10 robots.
For example, using Pokémon EX,
(http://www.serebii.net/card/xypromos/29.jpg)
is easily trumped by
(http://poke-amph.com/blog/wp-content/uploads/2013/03/deoxys-ex-fa-plasma-freeze.jpg)
but can also be defeated easily by
(http://4.bp.blogspot.com/-pyft2DF-Ncw/Un0kB5L8tRI/AAAAAAAAFf8/V10TOsT5Bf4/s1600/20-suicune.jpg)
So in other words, this is a "gods with weak points" mod.
My fiance had an idea from a dream which I liked, she suggested I put it here.
Under a spoiler for length, obviously certain details could be altered if turned into a mod.
There are two teams. Each team has a "Captain" or "King," selected at random each round. The goal of the game is to capture the other team's king within a certain time frame. All members of the team have classes/roles to protect the Captain/King with.*** The Captain/King can join in combat, but risks a higher chance of being defeated. The main objective of the Captain/King is to avoid being captured, and is allowed to either run or hide from the enemy team. The map provided is large (Or can be small depending on what kind of game or time frame the players prefer**) and is made to be good for chasing, hiding, and ambushing. There are tunnels, obsticles, arena-type areas (Likely to be the main area), paths that lead to elevated and inconspicuous ledges, and "hidden" spaces for the Captain/King or potential ambushers to hide away. (**These "hidden" spots can be discovered and memorized, so that the opposing team know where to look each round unless the spots that appear are randomized every time-- which can still be memorized, but makes it more difficult to figure out which place the Captain/King is hiding.)
Another noteworthy detail about it is that there were third-party NPC characters sprinkled throughout the map. If the Captain/King is safe enough and has the time to do this, they can interact with them and gain an additional NPC team member who will join the fight to protect the Captain/King. They can do so by remaining where they are, but attacking the enemy team as they pass through.
**As long as the Captain/King is still standing, the game is still on. If there are only the two Captain/Kings remaining, they will have to fight each other or both lose the round. When the round is finished, another one starts with all players agreeing-- otherwise, the game will end.
** at the beginning denotes ideas that were added after waking up
*** at the end denotes an idea from Gospel
In light of Evil Escort (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=10342) just released by Mike, I came up with a series of very rough draft classes for "Team Games"
Much like Overwatch they fit into 4 categories: Offense, Defense, Tank, and Support.
The catch is, other then the 4 main characters, I only picked 1 character per game (1 - 10, V, &B, as well as DOS, DOS3, DOSReborn, &B2, and Strategy). My reasonings are as followed:
[*]More classes = harder balancing
[*]No over saturation of a single game (IE: Mega Man 1/2 having more characters present then the others)
[*]More diversity in the characters present (Arguably only 2 characters share a theme)
Interestingly enough, I ended up having 21 classes (same number as Overwatch), not intended though. 6 Offense, 6 Defense, 5 Tanks, and 4 Support. These ideas are intended to lack weapon pick ups, again for balancing reasons. I also included a general "idea" for each under their abilities.
so now without further ado:
Mega Man - Defense
HP = Average
Chargeable weak long range buster = Charge is powerful, large, but slow.
Slide has mid cool-down and short range (for quickly getting in and out of cover).
(His charge is his bread and butter, takes time but deals large damage)
Proto Man - Tank
HP = Average
Chargeable weak long range buster = Charge is powerful but short range (special from Arcade).
Shield has HP bar that recovers over time.
Long range dash with long cool-down (for getting him into the front line).
(Shield has lots of HP to counter his own low HP for a tank, but only protects him from the front)
Bass - Offense
HP = Low
Weak long range rapid fire buster.
Dash holds 2 charges (for getting in and out of battle).
Double Jump (for getting into vantage points) (No cool-down).
(Pick off already weakened enemies retreating for health, or get the damage in to help your stronger allies finish them)
Roll - Support
HP = Low
Melee range roll swing knocks enemies back.
Tosses mid-heal recovery, uses charges.
Skip jumps forward quickly (helps clear gaps and get closer to the team)
(Mobile healer so allies don't have to run looking for health, but needs to watch charges)
Cut Man - Defense
HP = Low
Rolling Cutter
Scissor Chop (Close range high damage)
Wall Jump
(Defense due to Rolling cutter's better against approaching targets, finish them off with a Scissor Chop)
Quick Man - Offense
HP = Low
Quick Boomerang (Fires up to three forward)
Quick Boomerang (Fires three which must return before being fired again)
(Faster but doesn't deal a lot of damage, designed for hit and runs)
Snake Man - Defense
HP = Average
Search Snake
Snake Mine (Burrows a destroyable snake which will attack if someone gets near)
Wall Climb
(Vantage points for sending snakes into battle from a distance, burrowing snake is to help give a bit extra protection)
Pharaoh Man - Offense
HP = Average
Pharaoh Wave (chargeable, fires in 3 directions at full charge)
Pharaoh Shot (fast thrown shots)
Air Dash (holds 3 charges)
(Heavy damage close range attacker able to move in fast, pick him off from a distance)
Stone Man - Tank
HP = High
Power Stone
Stone Wall
Stomp Attack
(Great for crowds and walls can help block shots)
Plant Man - Support
HP = Low
Seed Bomb (fires shots like grenades (doesn't explode))
Plant Sentry (fires a seed that sprouts a flower turret, flower turrets have low RoF and are destroyable)
Plant Barrier (gives ally 20 HP shield)
(Temporary health boosts for allies and sentries for point defense)
Slash Man - Offense
HP = Low
Slash Claw
Goo Bomb (slows hit enemy)
Wall climb
(Fast but frail, Goo Bombs make easier targets, watch out for tanks)
Astro Man - Support
HP = Mid
Astro Ball (throws orbs which loop around in front)
Copy Image (makes an image of target ally follow them)
Floating (can hover a short distance)
(Try to confuse enemies with images, attack is weak but has good coverage)
Concrete Man - Tank
HP = High
Concrete Shot
Bull Charge (rushing attack that deals high damage to first target)
Concrete shot can create steps to help allies take shorter paths, bull charge is slow but strong)
Chill Man - Defense
HP = Low
Chill Shot (larger arc range, better damage)
Chill Spike (cool-down ability)
Ice Dash (air dash, has cool-down)
(Lay spikes to make enemies be more careful in areas, try to keep with allies due to frailness)
Burner Man - Defense
HP = Mid
Wave Burner
Grenade Toss
Bear Trap
(Traps stun enemies, then move in for the kill, grenade is weak but has a high arc)
Mars - Offense
HP = Average
Gatling Gun
Photon Missile
Death Mine (drops a timed mine on death)
(Gatling isn't powerful but has good range, Photon Missile is easy to dodge but hits hard, use the better for your situation)
Aircon Man - Tank
HP = High
Barrier Wind (sends slow shot forward, soaks up attacks, low RoF)
Cloud Stone (slow moving blocks forward, can be stepped on, long cool-down)
Fan Pull
(Stones push players along with them, all attacks disrupt enemy attacks, and pull can draw them in for allies, be warned though, enemies can use your stones)
Volt Man - Tank
HP = Average
Force Field (HP shield blocks damage from all sides, lowers his speed while up)
Field Burst (Shoots slow strong orb forward and 2 slow weak waves diagonally)
(Shield protects from all directions but slows you down, cover your allies advance then use your burst while they distract the enemies)
Shark Man - Offense
HP = Mid
Shark Boomerang (throws boomerang that sits at max range a moment before returning)
Shark Splash (creates a splash that hits nearby enemies)
Shark Dive (dives into the ground to move for a set time, can be seen)
(Use boomerang for forward enemies and splash to hit any next to you. Dive can allow you to get close protected)
Petrol Man - Support
HP = Mid
Oil Spill (Streamed shot, deals minor damage, lowers enemy traction)
Oil Stream (fires a slow moving shot that deals mid damage and oil splatters target's screen) (cool-down)
Spill (drops an oil spill that causes next person to step on it to slide uncontrollable the direction they were moving) (can help allies move back to fight, or cause enemies to slide away)
(Use spill after spawning for the next ally to slide on, during battle disrupt opponents to make it harder for them to fight your allies)
Fan - Defense
HP = Average
Talisman (uses selected element) (Fire: Circular flame. Water: Geyser across floor. Wind: Gust of wind forward. Earth: Rock spike set distance ahead)
Talisman Swap
(Changing talisman changes your attack, swap to the one best suited for the situation)
With the exception of Fan all are of their game's "main" bosses. The inclusion of Petrol Man was due to the DOS Reborn expansion and to help fit in an extra support character.
RKN/MKN, Quint, and Genesis Unit ideas possibly to come.
Potential "Ultimates" possible too.
Forgot to mention, like TF2 and OW the concept for those classes also is based around everyone moves at the same speed. So Quick Man should have a sprint like Soldier: 76 while Slash would use his Goo to slow targets down instead of speeding himself up.
Also, did Enker, Punk, and Ballad
Enker - Tank
HP = Average
Mirror Buster (forward attack, power increases based on charge level)
Charge (stands still and charges damage into his main, charge decays over time)
Sprint (boost of running speed to balance out his HP)
(Lower HP then most tanks, makes up for it with his ability to sprint)
Punk - Defense
HP = Average
Screw Crusher Straight (lower rof)
Screw Crusher Toss (fires up to three screw crushers upward that arc back down)
Screw Rush (Pauses for a moment before doing a forward attack, limited distance, stops at first target, has cool-down)
(Toss has shorter range and can only have a limited number of shots out, Straight has better range. Due to delay on Rush it should be used against distracted enemies or when you know they are approaching from around cover)
Ballad - Offense
HP = Average
Ballad Cracker (forward attack, has a long rof)
Cracker Mine (drops a Ballad Cracker that sits on the ground a moment)
Lunge (forward lunge to get over pits or battle)
(Main attack has a long rof, use lunge to get away from enemies while you ready another shot and mine to cover your escape)
Still managed to have no conflicting themes I think. Quint concept will come later once I can figure out how to not have him use AOE as well as not completely based around the Sakugarne.
Ok, Quint and Genesis Unit rough concepts done. This brings the class count up to 28. 8 Offense and Defense, 7 Tanks, and 5 Support.
Quint - Support
HP = Average
Quint Buster (reliable mid range weapon)
Sakugarne Crash (take a jump on the Sakugarne, rocks shoot out when you land)
Summon Sakugarne (Sakugarne waits for an ally to reach it and jumps with them once)
(Better health for a support character and a reliable weapon allows you to stay in the battle longer, help allies or yourself get the jump on the enemy team with Sakugarne)
Buster Rod G. - Offense
HP = Low
Power Pole (extends pole to attack, hit box blocks certain shots)
Pole Spin (temporarily blocks attacks from the front, has a cool-down)
Wall Climb
(Use wall climb to help sneak up on enemies. Pole Spin blocks attacks but only stays active a short amount of time, attacking will cause it to deactivate)
Mega Water S. - Defense
HP = Low
Harpoon (Fast travel speed, low RoF)
Water Spray (limited range single shot that pushes enemy away)
Kappa Barrier (Shield that blocks 1 hit, cool-down kicks in after it goes down)
(Attack enemies from a distance and use your spray to push them away for your escape, your shield only blocks 1 hit so don't relay on it)
Hyper Storm H. - Tank
HP = Very High
H. Blaster (low RoF shot that deals heavy damage, but damage decays as it travels)
Storm Breath (powerfully pulls enemies in front for a short time, cool-down activates afterwards)
R&R (heals a percentage of HP over time, long cool-down)
(Has the most HP but is the easiest target, Storm Breath is stronger then Aircon's Fan pull but has to cool down, remember to use R&R between fights)
Since the Killers and Genesis Unit were each an offense, defense, and tank, and I made Quint last, I figured another support was needed and tried to think of how Quint could be one, so the idea for him is he is decent in a fire fight (unlike the other support characters) while using Sakugarne to help give allies a tactic to close in on the enemy as them suddenly launching into the air and closing in fast can possibly be trickier to stop then a typical advance and can use his own self version to close in and cause trouble in the middle of the enemy team, or possibly get him or an ally behind them.
HSH's second ability sounds like Aircon's third but the idea is Aircon's is a light pull and able to be streamed while HSH's goes for a set amount of time and has a more powerful pull.
I don't think I'll be doing any more after this.
Edit: Also yes, MWS is supposed to be a sniper.
Ok further ideas for it: different releases. This would mainly cut back on amount of work needed at a time with it's own expansion packs to add more classes. Also Buster Rod and Hyper Storm are dropped to follow the one main boss per game.
Team Classes Core Version: Covers the characters from the games covered by core. 1 - 10, V, WT, &B, and the 4 mains, totaling to 16 classes: 5 Offense, 5 Defense, 3 Tanks, 3 Support. No Killers or Quint because the GB games (minus V) are not actually covered by core.
Extended Version: Adds DOS, DOS2, &B2, Strategy, and the first four GB games. That is 8 more classes: 2 Offense, 2 Defense, 3 Tanks, and 1 Support.
Strength in Numbers Version (named and based off the SP mod of the same name): Adding special characters namely Duo, Doc Robot, Fake Man, and Dark Man. Unsure of any others who might fit into this. Yes these break the 1 boss per game but all of these 4 are special bosses with no dropped weapons. Also obviously only conceptual anyway.
and lastly Plus Version: This version would add namely fan game characters for a bit of limelight, Yoku Man from Unlimited, Petrol Man from DOS Reborn, Soak Man from SFR, our very own Maestro, and bosses from Rokko-Chan, Time Tangent, and Rock Force.
Possibly ideas for Quake Woman and a Robotized Master (possible Sonic) from the cross overs, just not sure which they would fit into, possibly SiN.
I already have ideas for Duo, Fake, Dark, Yoku, and Soak. Who I will list now.
Duo - Defense
HP = High
Duo Fist (Extending punch attack, low damage but can be used rapidly, based off his uncharged version from the game)
Justice Fist (Ground pound attack that rushes forward slightly to hit enemies nearby)
Charge Tackle (forward dash that damages and pushed hit enemy)
(Duo has very limited range but hits hard, his special attacks need plenty of cool down time but disrupt enemies greatly)
Fake Man - Offense
HP = Mid
Revolver Buster (holds 6 shots, holding reloads)
Rapid Shot (fires remaining shots rapidly)
Sprint
(Can hit hard and has no cool downs, but a long reload time makes up for it)
Dark Man - Tank
HP = Average
Dark Buster (Shots are strong but damage decays quickly over time)
Dark Shield (Shield will go up for a temporary amount of time, blocking some shots and dealing damage to enemies)
(While he can fight at distances he doesn't hit hard due to damage decay. His shield doesn't offer full protection and has a long cool down)
Yoku Man - Defense
HP = Mid
Yoku Shot (Straight forward attack that deals low damage, pressing button again causes it to redirect to nearest enemy if one is close, can only be done once per shot)
Yoku Block (creates a Yoku block that acts as a platform to jump onto, holds 3 charges)
Yoku Block? (creates 2 Yoku blocks that transform and hunt down enemies for a short time, can be destroyed)
(Main weapon can only fire one shot at a time but can hit enemies around cover. Blocks have limited time but help allies get to higher ground. Blocks? stay still for a short time but hunt down enemies who draw near)
Soak Man - Offense
HP = Average
Super Soaker (straight forward water shot)
Soak Rain (fires three clouds that arc upwards while pouring rain below)
Bubble Bouncer (releases a bubble that bounces around for a short while or until it hits an enemy)
(Main shot is good at most ranges, while his abilities devastate enemies at close ranges. Rain is better in rooms with high roofs while Bubble Bouncer is better in closed spaces)
If anyone wants to help come up with ideas for Doc bot, Maestro, and/or who to use from Rokko, TT, Rock Force, or other fan games (released or long development like TT only please) with a rough concept, feel free to pass them my way.
No team classes this time around as I haven't been able to come up with ideas for the remaining characters.
This time around the Adventure Mode mod I posted in screenshots a few days ago.
The idea was to have a Single Player mode exploring maps and gathering items to progress using a hub to connect them, if possible of course.
I've thought about 2 adventures so far being based off Legends and Legends 2. The key differences was the base of classic instead in way of weapons but to change experience of each play through 4 classes would be available each getting weapons based off bosses from different games (most of which serving the same exact roles as each other while being based off the weapons of Legends).
Each character has 3 full games of 8 they get weapons from (1-10, &B, and V), as well as a mixture of bosses from all the other games (Killers, Genesis, DOS, DOS3, &B2, Dreamwave, and Strategy). Quint being the only boss that gave a weapon (technically) who is not on anyone's list (Genesis didn't give weapons though). This is a total of 33 bosses fitted to each of the 4 classes to have weapons based off of to fill in for the Legends Weapons.
"But FGG Legends only had 16 different weapons between both games!"
Yes, originally the 4 classes were only going to have 2 games each. A 3rd was added to each as an extra to help fill in gaps were no associated boss was able to fill in and for more weapons that might appear in future adventures. Eventually I decided to add more to them to help give more verity for weapons. Note that not all bosses have to actually have a weapon, or even their actual given weapon, but simply a weapon based off that boss if they end up being used.
So without further ado the classes, their general differences, and their bosses.
Mega Man
Main Fire: Mega Buster (moderate firing rate)
Secondary Fire: Charge Buster (moderate damage)
-Mobility: Slide
Weapons based off MM1 and MM9 bosses. Extra weapons come from MM6, MMKs, Buster Rod, Cancer, Scorpio, Pisces, Komuso, and Express.
MM1 and MM9 were due to Light robots. MM6 was the only not able to be associated with the other characters. Only Mega gets the Killer's weapons in MM10. Cancer Scorip and Pisces are all water signs, fitting to Mega's blue coloring. Komuso's weapon was used by R-Shadow, fitting Mega would have this one.
Proto Man
Main Fire: Proto Buster (slower firing rate)
Secondary Fire: Charge Buster (slightly higher damage)
Proto Shield blocks some non-explosive attacks from the front.
-Mobility: Slide
Protoman takes more damage from enemy attacks.
Weapons based off MM3 and MM5 bosses. Extra weapons come from MM10, Mega Water, DOS1, Aries, Leo, Sagittarius, Aircon, and Clock.
MM3 was Proto's first appearance, and MM5 was centered around him. MM10 was the first console game he was canonically playable. The first DOS game came out the same year as MM3. Aries, Leo, and Sagittarius are all fire signs, to match his red.
Bass
Main Fire: Bass Buster (lower damage, higher rate of fire)
Secondary Fire: Charge Buster (low damage but fast charge time)
-Earns double jump instead of high jump
-Mobility: Dash
Bass is better at killing weaker enemies, but stronger enemies take much longer
Weapons based off MM2 and MM7 bosses. Extra weapons come from MM&B, Hyper Storm, Torch, Shark, Bit, Taurus, Virgo, Capricorn, Dangan, Barrage.
MM2's bosses were Wily's first robots, fitting Bass would get weapons from them. MM7 also being his first appearance. MM&B being Bass' first console game playable as well. Taurus, Virgo, and Capricorn are all earth signs, seeing a pattern here? Barrage Man is litterally the meaning of Bass' Japanese name, Forte: Large and Powerfully. Bass was given the 3 bosses from 3 for PC what do not share names with future bosses.
Duo
Main Fire: Duo Fist (short range, high damage)
Secondary Fire: Charge Fist (longer charge time, deals high damage)
-Mobility: Tackle Dash (deals low damage, good for finishing off weakened enemies)
Duo moves a bit slower but takes reduced damage, high damage output makes him good at killing bigger enemies.
Weapons based off MM4 and MM8 bosses. Extra weapons come from V, Terra, DOS Oil, DOS Wave, DOS Blade, Gemini, Libra, Aquarius, Konro, and Multi.
Duo was originally going to be a Cossack robot in the early stages of 8's development so MM4 bosses to fit in with that. MM8 was Duo's first chronological appearance. All the bosses from V and Terra of course are all from space, much like Duo. Gemini, Libra, and Aquarius are all air signs, the sky is often revered to as "the heavens" which space is beyond. Konro also due to the pick given to Duo has no one who is clearly fire (Pharaoh is, as well as Sword though). Duo was given the 3 bosses from 3 for PC who's names did later get used in Capcom made games.
Lastly the classifications of weapons, which I categorized each weapon from the 2 Legends games into. These are where the boss weapons given need to fill in. I have some ideas but they are all concept in case better ones come up or this never gets off the ground.
<Weapon Class - Usage = Legends Example>
Homing Class - Tracks Enemies = Active Buster/Homing Missile
Slasher Class - Melee Weapon = Beam Blade
Wrecker Class - Path Opener, Melee = Drill Arm
Bomb Class - Light Path Opening Large Explosive = Grand Grenade/Crusher
Grenade Class - Bouncing Small Explosive = Grenade Arm/Reflector Arm
Rapid Fire Class - Quick Shooting Combat Weapon = Machine Buster/Machine Gun Arm
Bazooka Class - Large Explosion Projectile = Powered Buster/Hyper Shell
Cannon Class - Heavy Damage Projectile = Buster Cannon
Ripper Class - Piercing Weapon = Shining Laser
Shield Class - Projectile Defense = Shield Arm
Mine Class - Point Trap = Splash Mine
Burst Class - Scatter Shot = Spread Buster
Tractor Class - Item Retrieval = Vacuum Arm
Douser Class - Fire Dousing = Aqua Blaster
Crawler Class - Floor Hugger = Ground Crawler
Drone Class - Combat Assistance = Hunter Seeker
Electrical Class - Charges Machines = None
Scorcher Class - Burns obsticals = None
Weather Class? - AOE = None
Time Class? - Slows enemies = None
Ultimate Class? - Character's True Power = None
The last 5 are unique to this list and would be for other adventures, last 3 purely conceptual.
Note weapons bundled together were either renamed between games or replaced in the second with something identical in function.
I have fitted a boss to each so far, but as stated earlier only concepts and subject to change.
The only bosses who are not in this list are
Quint (he was not bundled with the Killers, since he isn't actually one)
King
Compass Man
R-Shadow
Dark Man
Fake Man
Doc Robot
DatBoi.420.360.exe expansion
a class expansion wich includes:Dat boi
Role:Melee / speed
HP:Low
Speed:Fast(may be altered by hp,lower hp,higher speed.)
Attacks:
Ram(chargekick, but dosent waste ammo,also pushes players)
Jump(same as sakugrane but instakilling, wastes half ammo each jump.)
Boi-Boomerang(a boomerang that chases enemies ,then comes back to you)
Weakness:Torpedoes/Homing weapons.
more to come aytayayayayay
The Push Before Christmas!
A community project proposal.
The holiday season is practically around the corner (if said corner was still a couple blocks away), the day of snow, eggnog, good cheer, and most importantly; presents from saint Nicholas himself. However as we all know, Christmas has a pretty nasty habit of getting attacked by some evil force, selfish organization, or all around grouch that just wants to spoil the season for millions of people for their own gain, and this year they’re joining forces into an organization under the name “The Naughty Group”, bit of a hokey name yes but it’s only for the season so who cares,
But with their combined force they would surely curbstomp Santa and bring an end to Christmas in record time!
As such, ol’ santa clause had to start issuing out his shipments under the watchful eyes of additional help. With the coming of Christmas he began recruiting a group of heroes from around the world to guard his sleds and make sure they reach their destinations safely. Are you a good enough guy to save Christmas? Or a bad enough dude to take it down?
==So what was all of this leading up to?==
Mainly, a proposal for a community mod aimed to act as a seasonal revival for Evil escort. Coming with new, holiday themed escort specific maps that employ design choices more suitable for Evil Escort, instead of how at the moment, it works off of modified CTF maps.
Maps aren’t the only thing I want to make with this however, along side some new Evil escort maps I want to also develop a community class mod specific for it, having mutually exclusive classes between the nice and naughty sides, in the context of the small narrative shared above, the mod would consist of user created OC classes who have chosen to see to either the safety or the destruction of the holiday, and in turn are structurally designed around the needs of whatever side they are on.
Team Nice are the ones on attack, and such are pushing the sled. Team Naughty on the other had are on defense and need to stop the sled before it reaches its destination. Of course I would oversee class balance in the end, but the main goal would be a user class mod fitted to offer the best experience with payload possible, as well as payload maps designed to offer such an experience for it, but also vanilla and CBM when possible.
==So ultimately, what’s the end goal for this mod?==
At the most minimal, what I’d like to achieve with a group is:
5 holiday themed payload maps
8 user classes, 4 on each side.
At the most however, my desired goal would be:
10 holiday themed payload maps.
12 user classes, 6 on each side.
And in terms of date, my hopes is to try and get a release done before mid December, perhaps by the 3rd of December, or the first Saturday of the month.
==What do you need from the community?==
Specifically, user created maps and user created classes, I’d bee working on a map myself but my main goal would be putting it all together and ensuring that everything is in tune with each other. For classes I’d like one class per person, but I may allow for 2 if the situation calls for it. since I need 8 classes at the minimum however, that shouldn’t be too difficult to achieve.
The aim of this post is to try and gather interest and form a team in order to get things working, I wanna start on this real early so as to gauge interest a head of time and make sure we have the time needed to get this done, plus I do want to have a team to host closed tests to make sure things are solid before release.
if you're interested in contributing, Send me a PM or let me know on the Cutstuff discord chat, and from there I'll decide on weather to act on this or not.
Hi, I want to share you this idea:
I wanted to download the Saxton Hale, but all the links are down due to the strange page on sale, so I decided to give ideas for a spiritual successor: Specters Against Neutral Slayers (Yep, that's the name) ...and if short, we get S.A.N.S, which is because the .wad will contain fandom overrated characters as bosses, which the main one would be Sans, hence the name.
The following characters have been chosen as bosses, which are known as Megalovaniacs (The Megalo Hunters are the team name for survivors):
(https://vignette1.wikia.nocookie.net/undertale/images/0/00/Sanseye.gif/revision/latest?cb=20170107184837&path-prefix=es)
Sans
From: Undertale
The Megalo Hunters have messed with the monsters in the underground, causing to kill them into dust. Our dear skeleton, decides to step in and make them have a bad time in revenge.
Health: Low
Speed: Very Fast
Attack: Bone Telekinesis
Sans pushes his opponent as it turns blue, if the enemy hits a wall, then the damage deal is doubled as bones will merge from the wall.
Rage: Gaster Blaster
This skull cannon shoots deadly beams that can deal a damage almost a half health.
Item 1: Swift Teleport
Works like the Exit Unit, which represents Sans' mysterious ability to teleport.
Theme Song: Undertale - Megalovania
(http://irgamers.cl/index/wp-content/uploads/2013/12/Greninja.png)
Greninja
From: Pokémon X & Y
This Pokemon decides to become a Megalovaniac and destroy The Megalo Hunters who had chosen to support Chesnaught or Delphox!
Health: Medium
Speed: Fast
Attack: Water Shuriken
Greninja deals a low damage with one Water Shuriken, but it could be letal enough if the opponent gets attacked with five in chain.
Rage: Ash-Greninja
Changes form and deals double damage, but with the cost of getting hurt in double damage, lasts for 20 seconds. (Note: This rage can be done after this boss had killed at least one survivor)
Alt. Rage: Secret Ninja Attack
Throwns the reached opponents into the air, many shadows attack them and thrown them down into the ground, one-hit KO.
Item 1: Substitute
Leaving a substitute plush will cost it some health, but it can attack enemies while it is on the shadows, that means being invisible and getting invincible temporally.
Theme Song: Pokemon X & Y - Battle! Trainer
(https://vignette4.wikia.nocookie.net/pokemon/images/f/f7/724Decidueye_Dream.png/revision/latest?cb=20161118173231)
Decidueye
From: Pokémon Sun & Moon
When The Megalo Hunters decide to support Incineroar and Primarina, Decidueye becomes a Megalovaniac and slay them off!
Health: High
Speed: Medium
Attack: Razor Leaf
Decidueye deals enough damage to scare away its opponents.
Rage: Z-Move - Sinister Arrow Raid
Flies up and strikes thousand feather arrows, attacking the reached opponents in one-hit KO. (Note: This rage can only be done once, so think wisely!)
Alt. Rage: Spirit Shackle
Fires a feather arrow to the field, if the radius reaches the enemies, they are unable to move for a short time, but still able to aim and attack.
Item 1: Fly
Decidueye can fly for a short time to localize hidden opponents and land near them.
Theme Song: Pokemon Sun & Moon - Battle! Kahuna
Last Megalo Hunter Song (No matter the boss): Toby Fox - Megalo Strike Back