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