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Default   #33  
Hmm, yeah, it's been a while since I've played X3, but now that you mention it, it really does hammer home that you have to be a master of your abilities to be successful.

I don't actually remember stock shot in X4. Maybe I never used it. Do you have something in mind for sustained dash effects?
Games by Coda (updated 4/15/2024 - New game: Call of Aether)
Art by Coda (updated 8/25/2022 - beatBitten and All-Nighter Simulator)

Mega Man: The Light of Will (Mega Man / Green Lantern crossover: In the lead-up to the events of Mega Man 2, Dr. Wily has discovered emotional light technology. How will his creations change how humankind thinks about artificial intelligence? Sadly abandoned. Sufficient Velocity x-post)
Old Posted 12-29-2015, 09:30 PM Reply With Quote  
Default   #34   Ammutseba Ammutseba is offline
Tasty Zucchini!
Lots of things. I had better get on with the other part of that post. I'll just be working on that now. Although, it's nearly 6 now, and I've been awake since 3 this morning, so if it doesn't get posted tonight, please don't be surprised. It will have meant I passed out.
Old Posted 12-29-2015, 09:53 PM Reply With Quote  
Ammutseba Ammutseba is offline
Tasty Zucchini!
Default   #35  
Basic Upgrades
Shielding, Weapon(s), EAS, Circuits. These are the most basic things you can purchase improvements for concerning your character.

Shielding has no further breakdown. If you don't have it when you start, you can pay a healthy chunk of zenny to get it.

Buster weapons can get an improved cooldown, an elemental chip installed, improved charge level or an additional VWES slot (up to 2 additional slots). Beam weapons can be switched between low-phase and high-phase, trading the benefits and drawbacks for each, with each switch.

You can also purchase a basic buster, beam weapon or kinetic weapon for a character that doesn't have one, and then pay to improve that weapon, should you like, but weapons so purchased don't have the same maximum potential as the weapons the characters start with.

EAS functions can be improved in a variety of ways. Up to a certain amount, any of cooldown, distance or speed can be made better with zenny. You can also purchase an air boost or hover function, but not both at the same time.

A character can purchase additional fortinite circuit slots. Each one is more expensive than the last, and no character can have more than 4 circuit slots. Each additional circuit slot comes with an allotment of Tolerance equal to the allotment from the slots before it.


DNA-based Upgrades
When you defeat a boss, you may be able to salvage its DNA (Dynamic Neural Array) data, and have it converted into an upgrade post-mission. The first upgrade created with acquired DNA data is free; additional versions must be purchased with zenny.

There are Buster, Melee, Systems, Mobility and Modular upgrades. Mechaniloid and Special upgrades may sometimes be available, but are rare.

Buster upgrades are VWES entities. They consume weapon energy, and almost always have a second, charged form. Melee upgrades are almost always attacks performed by using a certain button or combination of actions. Systems upgrades tend to affect the entire body of the hunter. Mobility upgrades often affect or work with your dash system, but can concern other manners of getting around, too. Modular parts either affect your existing weapon systems, provide an additional type of weapon, or are otherwise external parts and often have some kind of use limitation.

Mechaniloids are not upgrades or parts. They are autonomous entities that accompany the hunter and act on their own AI. A mechaniloid can be upgraded according to its own unique qualities, at the cost of zenny. Special upgrades are ones that do not fit any of the above categories.

A reploid has a finite amount of space available for new parts and upgrades. A character's buster upgrades are limited by the number of VWES slots they have, and their melee upgrades are limited to no more than 4 techniques at a time. Additionally, a hunter can have up to 2 Systems upgrades, 2 Mobility upgrades, and 2 Modular parts at one time. Space for up to one more Melee, Systems, Mobility and Modular part can be purchased, but these are expensive. For more Buster options, improve your number of VWES slots.
Last edited by Ammutseba; 12-30-2015 at 10:22 AM.
Old Posted 12-29-2015, 11:53 PM Reply With Quote  
Default   #36   Ammutseba Ammutseba is offline
Tasty Zucchini!
Bosses
Megaman remiX has many bosses. The general difficulty of a boss is summarized by its threat class, which goes on a range that looks like this: E-D-C-B-A-S-SA-G-GA-P. However, P is an entirely theoretical threat class, because there could certainly never be a reploid whose destructive potential exists on such a scale. So, thank goodness we'll never ever have to worry about it ever. Moving on.

The life bars of bosses have 32 visible cells, but this is not the limit of their life gauge. When in excess of this limit, the additional life will be displayed as colored cells, similar to bosses in the Megaman Zero series. A second layer will be blue, a third layer will be green, and a fourth layer will be red. When a boss is reduced to ~35% of its maximum life, it will react by increasing the difficulty of the fight, which can occur in any of three different ways, which is determined by RNGesus. TVtropes calls this Turning Red.


Turning Red modes
Mode 1: This mode occurs 50% of the time. The maverick becomes invincible to damage for 4 seconds, its attacks deal extra damage (1 to 2 points, depending on the boss), and it moves at 150% of its normal speed for the remainder of the fight.

The maverick also produces an effect that changes the battle area, typically hampering the player's movement options or altering the structure of the area.

Mode 2: This mode occurs 40% of the time. A second maverick arrives to assist the injured maverick. You must fight them simultaneously. If no other bosses are available, this becomes Mode 1.

If the first maverick is destroyed, the second one flees. If the second maverick would be destroyed, it flees and has less starting life when you encounter it later. If the second maverick would be destroyed with its weakness, it is destroyed.

Mode 3: This mode occurs 10% of the time. The maverick becomes invincible to damage for 4 seconds, its attacks deal extra damage (1 to 2 points, depending on the boss), and it moves at 130% of its normal speed for the remainder of the fight.

After the maverick's life reaches 0, it begins its normal destruction animation, then stops partway through. Control is returned to the player, and the maverick unleashes a massive, highly damaging final attack before being destroyed.


Stages and Boss Locations
The stages of remiX are more open than in most Mega Man games, although not quite as open as MMZ. I like to think I have a decent middle ground. Each stage is very large and has two distinct zones.

Arctic Zone/Research Facility
Icestorm Aurochs
Overdose Jellyfish


Volcanic Zone/Waste Reclamation Center
Plasma Pangolin
Hijack Millipede


Oceanic Zone/Hydroelectric Plant
Singularity Leviathan
Battery Bee


Desert Zone/Energen Mine
Nil Basilisk
Solar Serpent


Airfield/Military Base
Tempus Tercel
Kiloton Gorilla


Stellar Observatory/Black Ops Station
Celestial Scorpius
Shadow Caracal


Nature Conservatory/Central Computer
Silk Spike
Supercell Phoenix


City Ruins/Derelict Waterway
Exos Viper
Scrap Packrat


When you deploy to a mission, you choose the stage you're going to, and you remain in that stage either until you die too many times, or until you can reach an extraction point and exit. When you do exit the stage, you will be given a post-mission score based on the time you spent there, the number of enemies defeated, number of bosses defeated, amount of damage taken, and number of reploids rescued. Based on your score, you will earn points toward a promotion, and a reward of zenny for your hard work.

Defeating a boss does not end the mission and the stages will not be constructed with a simple left-to-right run in mind. Large portions of stages will be sampled from existing maps, but many of their features will be changed based on the needs and style of the game.

Bottomless pits will be removed; if it looks like a bottomless pit, then there's either spikes or some other horrible thing in there, a floor, or it leads to somewhere else in the stage. Much of the empty space in many stages will be eliminated or filled in with content such as enemies or features. Empty space will be reserved to give players breathing room and will be positioned accordingly. Naturally, entirely new scenic regions and layouts will also be added.
Last edited by Ammutseba; 04-22-2019 at 09:51 PM.
Old Posted 12-30-2015, 12:57 PM Reply With Quote  
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