Mega Man & Bass: Robot Master gameplay differences discussion

Discussion in 'Skins' started by Mitewing, Jun 26, 2013.

  1. Crownjo

    Crownjo Level 7: Bloober

    Exploding Rabbit does what Capcpom don't.
     
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  2. Mitewing

    Mitewing Level 9: Spike Top

    That is something that needs to be considered and worked out. I'm just saying it's odd to think of Metal Man having to search for his own weapon in order to use it. Just saying.
     
  3. Dochobin

    Dochobin Level 4: Buzzy Beetle

    Well, you could simply skin the buster shots into Metal Blades and then skin Metal Blades into something else.
     
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  4. Mitewing

    Mitewing Level 9: Spike Top

    Shadow Man: Extra high jump or double jump, extra long slide that causes 50% less damage than Charge Kick.
     
  5. Mitewing

    Mitewing Level 9: Spike Top

    I have an idea for skins that have a weapon in the game: Guts Man, Metal Man, Pharaoh Man, etc. When they obtain their respective weapon, it doesn't use any energy, but to balance it out, it is weaker than other skins.
     
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  6. Mitewing

    Mitewing Level 9: Spike Top

    If anything, Fire Man, Heat Man and any other fire Robot Master should be immune to fire bars, like Samus.

    Also I had this idea for Flash Man as a MM skin.

    1. Two shots like Proto Man
    2. He cannot shoot or charge buster while running
    3. Most importantly, his fully charged buster activates Time Stopper, using Simon's Stopwatch code. While active, he cannot fire his buster or switch to another weapon, he can only use transport items.
     
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  7. MissingNo2

    MissingNo2 Level 9: Spike Top

    I actually made Flash Man as a Bass skin, mainly because of his awkward-as-hell aiming skills.
     
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  8. Mitewing

    Mitewing Level 9: Spike Top

    I saw that. If there was a way to program Time Stopper without using the charge shot, I'd be for keeping Flash Man as a Bass skin.

    Plus here's additional ideas:
    Elec Man: Charge shot knocks back enemies, runs 25% faster, runs Mega Man's default speed in water.
    Fire Man: Immune to fire bars, runs slower and jumps lower in water.
    Bomb Man: Buster throws one bomb at a time. Charged buster throws armor piercing bomb.
    Air Man: Bass Skin. Buster shot knocks back enemies. High jump. Can't dash/slide.
    Bubble Man: Can swim like Mario Bros. Can run normal speed in water. High jump. Can't dash/slide.
    Crash Man: Bass skin. Shoots one/two Crash Bombs at a time. Armor piercing. High jump. Can't dash/slide.
    Heat Man: Immune to fire bars. High jump. Runs slower and jumps lower in water. Can't dash/slide.
    Metal Man: Metal Blade doesn't use energy or recharges energy. High jump. Can't dash/slide.
    Gemini Man: Mushroom creates Gemini twin. Buster shot bounces off objects.
    Shadow Man: Slide travels farther and inflicts damage. Runs 20% faster. Double jump.
    Pharaoh Man: Pharaoh Shot doesn't use energy or recharges energy.
    Napalm Man: All attacks are armor piercing. Can only dash.
    Flame Man: Flame Blast doesn't use energy or recharges energy. Immune to fire bars.
    Slash Man: Buster and charge shot short ranged and stronger. One shot at a time. Runs 15% faster. Double jump.
     
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  9. ThomasMink

    ThomasMink Level 5: Spiny

    Drill Man: Since I'm terribly uncreative, my idea is pretty much a Bass version of Cut Man.
    • Can break bricks with his head
    • Shots 'drill through' enemies
      • Deal 25% more damage
      • 3 max shots on screen
    • Can only dash with Charge Kick
    • High jump
      • No double jump
     
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  10. Mitewing

    Mitewing Level 9: Spike Top

    Nothing wrong with that. Similar Robot Masters should be divided between Mega Man and Bass whenever possible. For example, although Chill Man is a MM skin on the wiki, maybe he should be a Bass skin instead since MM already has Ice Man.
     
  11. Dochobin

    Dochobin Level 4: Buzzy Beetle

    Question: For Fire Man, would it be possible to temporarily activate Water Shield when he shoots his buster to make it more like Fire Storm?
     
  12. Mitewing

    Mitewing Level 9: Spike Top

  13. Mitewing

    Mitewing Level 9: Spike Top

    These are powerups available in the Rockman Complete Works compilation. They can provide additional ideas on how Robot Masters can differ.

    Hyper Jump: Increases Mega Man's jump height.
    Auto Charge: The Mega Buster charges automatically.
    Energy Saver: Halves the amount of energy used up from Special Weapons.
    Hyper Shot: Normal shots become faster.
    Hyper Charge Shot: Charged shots become faster.
    Power Shot: Increases Mega Man's attack power.
    Hyper Charge: Increases the Mega Buster's charge speed.
    Speed Up: Increases Mega Man's moving speed.
     
  14. Mitewing

    Mitewing Level 9: Spike Top

    With Gemini Man and Skull Man added as Bass skins, some ideas need to be brainstormed as to how they can differ in gameplay. I mentioned ideas about Gemini Man previously, but have no ideas for Skull Man whatsoever. Any ideas would be appreciated.
     
  15. Mitewing

    Mitewing Level 9: Spike Top

    Here's a new post for a Mega Man skin for Bomb Man:
    1. All weapons can pierce armor
    2. Only one buster shot (bomb) can be on the screen at one time
    3. Increased buster shot damage
    4. No weapons can go through walls
    5. Cannot move while using buster shot
    6. Cannot charge buster

    And here's a RM weapon replacement list
    Super Arm: NA
    Metal Blade: Ballade Cracker
    Hard Knuckle: Remote Mine
    Pharaoh Shot: Black Hole Bomb
    Charge Kick: NA
    Flame Blast: Commando Bomb
    Magma Bazooka: Danger Wrap
    Water Shield: Bubble Bomb
    Screw Crusher: Napalm Bomb
     
    Last edited: Mar 1, 2014
  16. Mitewing

    Mitewing Level 9: Spike Top

    Is it safe to assume your idea for Gemini Man was a clone that was obtained with the Mushroom or something similar?
     
  17. sbq92

    sbq92 Level 9: Spike Top

    I had actually hoped to figure out a way to make his shots bounce off of surfaces like the Gemini Laser does in MM3, but I ended up not having the time to do so. In retrospect, I'm actually not entirely sure how practical it would have been anyway, but it would have been kind of cool to at least try.
     
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  18. Mitewing

    Mitewing Level 9: Spike Top

    I would see it as very practical if GM was limited to shooting in one direction like MM. The programming would be similar to the buster shots bouncing off armored enemies. If the clone was also possible then it could fire regular buster shots. If only...



    EDIT: IIRC, GM also could shoot diagonally down as well, so the up directions could be restricted.
     
    Last edited: May 12, 2014
  19. Mitewing

    Mitewing Level 9: Spike Top

    I have two nominations for Bass skins:

    Crash Man: All Weapons pierce armor, Buster shoots less projectiles and they is no rapid fire

    Magnet Man: Buster projectiles (Magnet Missile) has homing ability, similar to SOPHIA's Homing Missile
     
  20. sonicmariofan

    sonicmariofan Level 3: Paratroopa

    YES, MY RETURN! Anyway, IDK...
    Maybe for Bass, Could have Shadow man, And every move is twice as strong or something.
     
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