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MegaMan Battle Network idea
Topic Started: Sep 3 2009, 02:35 AM (192 Views)
Gunstar Ikari
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MegaMan Battle Network Revival
(Rockman.EXE Revival of Network)

A new chapter in the MegaMan Battle Network series. Lan and MegaMan jack-in once again to protect Cyberworld and its denizens!

Story (bear with me, haven't really thought about this one)

Nearly three years have passed since the final defeat of the Cybeasts. For the first time in years, the Internet is almost completely at peace.

Lately however, a former SciLab employee named Dr. Mikhail Cossak has become increasingly vocal over his concerns that the autonomous NetNavi Bass.EXE is at large. As Bass was thought to have been deleted in the Alpha incident, Cossak's claims were not taken seriously. Despite this, he was adamant that the dangerous Navi was still at large.

As he continued to plead with the people of Electopia, viruses began to multiply once again, and NetCrime rose to levels not seen since the days of the original WWW. The Official NetBattlers began to roam Cyberworld in an attempt to deter these threats, but to no avail.

Suddenly, Cossak's daughter Kalinka was kidnapped by a group claiming to be the second coming of Gospel. Cossak, already on the brink of insanity, fell into rage, blaming the government and the Officials for the crisis. He swore to destroy this "New Gospel" and delete Bass at all costs, without assistance from Electopia.

The year 20XX. Cyberworld is once again plunged into an almost warlike state. Is there anyone that can defeat New Gospel, rescue Kalinka, and save the internet?

Protagonists:

Lan Hikari and MegaMan.EXE:

Lan is now fourteen years old and currently in his last year at Den Junior High. He has matured a bit, including taking notice of Mayl's obvious feelings for him, but is mostly the same oversleeping, NetBattle-happy Lan that we all know and love. Once again, he finds himself drawn into the conflicts overtaking Cyberworld.

MegaMan is as faithful to Lan as ever, although he is not needed as much now that Lan has increasingly focused on his studies. However, when Den Junior High is in danger, he springs into action once again.

Mayl Sakurai and Roll.EXE:

Mayl has changed little since we've last seen her. As one might expect, she is a straight-A student and ensures that Lan doesn't stray off of the road to success.

Roll hasn't seen MegaMan as much as she used to ever since the latter received the CopyBot that allows him to travel in the real world. Because of this, she is slightly overprotective of the Blue Bomber and worries that he might have found a new human girlfriend.

Dex Oyama and GutsMan.EXE:

Dex is much less of a braggart as he once was, although he is still ready and willing to NetBattle. He, like Lan, has hit the books harder than he used to.

GutsMan is having a hard time keeping up with Dex's schoolwork, but still tries his hardest regardless. He has defeated many opponents, and yet has not mustered a single win against MegaMan.

Irma Murasaki and JewelMan.EXE:

A rich girl from Netopia. She generally wants to have nothing to do with Lan and co., but circumstances cause the two parties to team up.

JewelMan is a vain Navi who normally doesn't participate in NetBattling; when he does, however, he proves to be extremely talented.

Gameplay

The gameplay in many ways reverts back to BN3, in addition to several new features.

Minor changes from BN6:
-10 chip maximum at Custom Menu.
-Emotion Window is gone (but Full Syncro is still included).
-Duplicates of the same Program Advance can be used.

Folder Info:
-250 Standard chips, NaviChips as Mega, 10 Giga
-Each chip has 5 possible codes
-Tag Chip, Regular Chip included
-MB system from BN6

Other
-Normal, Hard and EX Hard mode. Hard mode gives enemies more HP, makes enemies faster and deal more damage, reduces the time that the warning panels (yellow panels) are active before certain attacks and increases shop costs. EX Hard, unlocked after finishing Normal or Hard, makes things even more difficult, taking steps to randomize enemy patterns and removing warning panels for all but a few attacks. Each difficulty has its own dedicated save file, and 100% completion can be reached at any difficulty.
-Far more lenient limit on name length. XP

New Features:
-NaviBlock System: A new type of Upgrade System replacing Crosses. Almost every Navi gives off an AI block, a Body block, and a Weapon block that Lan can equip onto MegaMan. AI and Body blocks offer support abilities; in addition, Body blocks change MegaMan's outward appearance and set his elemental weakness. Weapon blocks change MegaMan's Charge Shot in addition to setting his default Buster stats.

If a single Navi's AI, Body, and Weapon blocks are equipped onto MegaMan at the same time, MegaMan will transform into that Navi and gain an extra bonus.

There are 19 Navis that MegaMan can receive blocks from, in addition to an extra set. This results in 60 blocks and thousands of combinations.

-Navi Shield: Much like Geo Stelar from the Star Force series, MegaMan can bring up a shield to block enemy shots. However, this shield only has HP equivalent to that of 1/10 of MegaMan's Max HP (or 100, whichever is less); afterward, the shield is destroyed and can't be used again.

-Custom Increase: Every two turns, the amount of chips that appear on the Custom Screen increases by one; of course, Custom+ Navi Customizer programs can be used to increase the default selection beyond five.

-Chip Discard: Somewhat similar to the "Shuffle" command from SearchSoul. By pressing the "Discard" button on the Custom screen, all currently selected chips return to the folder and they are replaced with new chips. This can only be done once per turn, and twice in a battle. This ability is sometimes overwritten by AI blocks.

-Alternate Slot-In: Some abilities activate when a chip is used by pressing a different button than normal (assuming a DS setup, A is the normal chip button while X is the alternate). This method somewhat replaces "charging" a chip.

NaviBlock System


BlockNavi Index:

BurnerMan.EXE (Atsuki Homura)
IceMan.EXE (Dr. Froid)
DynamoMan.EXE (Denny)
PlantMan.EXE (Anetta)
ProtoMan.EXE (Eugene Chaud)
GutsMan.EXE (Dex Oyama)
SearchMan.EXE (Raika)
VisionWoman.EXE (Kat)
GyroMan.EXE (Charlie Airstar)
TenguMan.EXE (Master Feng-Tian)
Roll.EXE (Mayl Sakurai)
JewelMan.EXE (Irma Murasaki)
SpectrumMan.EXE (Mr. Famous)

MagnetMan.EXE (Gauss Magnus)
SplashWoman.EXE (Shelly Sweetwater)
HornetMan.EXE (Honey)
GrenadeMan.EXE (Sgt. Brash)
BlastMan.EXE
CutMan.EXE

(Details on the Navis themselves will be explained in a different post.)

NaviBlocks

BurnerMan
-AI: Non-dimming Fire chips gain +30.
-Body: Weak to Aqua. All Fire chips gain +20.
-Weapon: 4 Attack/1 Charge/2 Speed. Charge Shot: Burner Flame. Fires a flame ahead three rows.
-Bonus: Alternate Slot-In Fire chips to create a Burn Jet that attacks the column of the nearest enemy.

IceMan
-AI: Can move freely on Ice Panels
-Body: Weak to Elec. If a non-dimming Aqua attack hits, an Ice panel is placed under the target.
-Weapon: 2A/4C/2S. Charge Shot: FreezeBomb. Lobs a bomb three squares ahead that freezes the target if it hits. If adjacent panels are Sea, they are changed to Ice.
-Bonus: Alternate Slot-In a non-dimming Aqua chip while on an Ice panel; if the attack hits, the target will be frozen. The Ice panel reverts to normal.

DynamoMan
-AI: "Discard" replaced with "Charge." By selecting an Elec Chip and pressing the Charge button, HP is recovered by 30 x the chip's rarity.
-Body: Weak to Wood. Enemy Elec attacks deal 50% damage (rounded down) to this character.
-Weapon: 3A/3C/2S. Charge Shot: Thunder Ball. Fires a small, slow-moving ball of electricity that stuns the target if it hits.
-Bonus: Each Elec chip gains +20 for every Elec chip used before it this turn. (For example, if three Elec chips are selected, the first one gets no bonus, the second one gets +20, and the third one gets +40)

PlantMan
-AI: Field starts as Grass. If a similar ability is used by the opponent, effect is nullified.
-Body: Weak to Fire. Recovers slowly on Grass panels.
-Weapon: 3A/2C/2S. Charge Shot: Needle Cannon. Fires a set of four needles straightforward. Enemy recoils, but doesn't flinch.
-Bonus: Rate of recovery on Grass panels is increased.

ProtoMan
-AI: Alternate Slot-In (most) Sword chips to use a StepSword-like effect.
-Body: Weak to Breaking. Shield HP is doubled.
-Weapon: 4A/2C/2S. Charge Buster: HawkCut. A WideSword, followed by LongSword.
-Bonus: Sword chips deal +40 damage.

GutsMan
-AI: Breaking chips deal +40 damage.
-Body: Weak to Cursor. SuperArmor. Mega Buster attack +1.
-Weapon: 5A/2C/1S. Charge Buster: GutsPunch. A straightforward punch that pushes the target back one panel.
-Bonus: Tapping the Buster button four times in quick succession will activate a quick burst of Guts Machinegun. GutsMan is invulnerable during the move.

SearchMan
-AI: "Discard" replaced with "Shuffle." Pressing the button sends all non-selected chips back into the folder and draws an equivalent amount in their place. Can be used once per turn.
-Body: Weak to Wind. Cursor chips deal +30 damage.
-Weapon: 2A/1C/2S. Charge Buster: Scope Gun. Targets the enemy's panel wherever they are, fires five times. Pierces Invis.
-Bonus: Opponent's traps become visible.

VisionWoman
-AI: Opponent's Shield HP, next chip, and any obstacle's HP becomes visible.
-Body: Weak to Wind. MegaMan/VisionWoman becomes invisible while using a BattleChip (in other words, he/she cannot be countered).
-Weapon: 2A/2C/2S. Charge Buster: Ghost Beam. Slow-activating beam hits the entire row. Pierces Invis, blinds if successful.
-Bonus: Immune to all Panel effects, including broken and Poison. Enemy attacks cannot lock-on to VisionWoman.

GyroMan
-AI: Wind chips deal +10 damage
-Body: Weak to Sword. After using a Wind Chip, the propeller on MegaMan's/GyroMan's back begins to spin. The next Wind- or Non-Elemental chip deals x2 damage.
-Weapon: 2A/3C/1S. Charge Buster: Gyro Cutter. Fires a three-panel-long tornado. Damage is relative to the distance between MegaMan/GyroMan and the enemy.
-Bonus: Enemy Wind chips activate GyroMan's propeller if they hit.

TenguMan
-AI: The enemy's Barriers/Auras are blown away at the start of every turn.
-Body: Weak to Sword. Immune to all panel effects, including broken and Poison.
-Weapon: 4A/1C/2S. Charge Buster: TenguRacket. A WideSword-like attack that pushes the target to the back. Causes recoil, but not flinching.
-Bonus: MegaBuster becomes AirShot.

Roll
-AI: When in Danger status, a Recovery chip is more likely to appear.
-Body: Every non-dimming, non-Fire/Aqua/Elec/Wood chip recovers 5% HP.
-Weapon: 3A/2C/2S. Charge Buster: Roll Arrow. A slow arrow that breaks equipped chips on contact.
-Bonus: Body ability increased to 10% per non-dimming, non-Fire/Aqua/Elec/Wood chip.

JewelMan
-AI: Max HP increased by 5%
-Body: Press forward+Buster to shoot all obstacles forward.
-Weapon: 2A/3C/3S. Charge Buster: Jewel Shower. Gem fragments rain down vertically on the column located two rows away.
-Bonus: SuperArmor.

SpectrumMan
-AI: Custom Screen starting selection +2
-Body: Attack+10
-Weapon: 1A/3C/5S. Charge Buster: Violet Ray. Fires a beam from the sky three panels ahead. Causes recoil, but does not flinch. If performed while on a Poison panel, opponent receives an HP Bug.
-Bonus: Slowly recovers HP on grass panels.

MagnetMan
-AI: Elec chips gain +20 damage.
-Body: Weak to Wood. Press back+Buster to freeze all opponents on the same row.
-Weapon: 3A/2C/2S. Charge Buster: MagShock. Pulls enemies forward, then paralyzes them with an electric blast.
-Bonus: Charge Buster changes to MagMissile. Fires a Magnet that can turn once to track the enemy.

SplashWoman
-AI: Charge a non-dimming Aqua chip for double damage.
-Body: Weak to Elec. Disguises self while on Sea Panels, avoiding most attacks.
-Weapon: 2A/5C/3S. Charge Buster: Laser Trident. Fires a small burst of Elec energy that paralyzes on contact.
-Bonus: Alternate Slot-In an Elec chip to make it a Trident Beam. (Somewhat slow-moving Elec beam)

HornetMan
-AI: Any non-dimming Wood chip used on Grass gains double damage. The panel returns to normal.
-Body: Weak to Fire. Immune to paralysis, freezing, bubbling, blinding, and HP bugging.
-Weapon: 3A/1C/4S. Charge Buster: Honeycomb. Arm turns into a honeycomb that fires four bees. The honeycomb shields against projectile attacks; every time it is struck, four more bees are released. Bess do not cause recoil or flinching.
-Bonus: Immune to all panel effects, including broken and Poison. Slowly recovers HP on Grass panels.

GrenadeMan
-AI: Non-elemental chips gain Breaking properties.
-Body: Weak to Cursor. Alternate slot-in a non-Elemental chip to fire a Tank Cannon.
-Weapon: 5A/3C/1S. MegaBuster gains Breaking. Charge Buster: Grenade Toss. Tosses a grenade three panels forward that explodes horizontally.
-Bonus: SuperArmor.

BlastMan
-AI: At the start of battle, MegaMan's/BlastMan's front column becomes Lava, while the enemy's area becomes Grass.
-Body: Weak to Aqua. Can stand on Lava panels without taking damage. Fire damage doubles while on a Lava panel; the panel becomes normal afterward.
-Weapon: 4A/4C/2S. Charge Buster: Blast Explosion. Throws an explosion down the row.
-Bonus: Charge a Fire chip to create a Blast Rain that strikes all three rows.

CutMan
-AI: Swords deal +40 damage.
-Body: Weak to Breaking. Alternate Slot-In a Sword chip to create a pair of scissors that travels up and down each column.
-Weapon: 3A/3C/4S. Charge Buster: Scissors Shot. Fires a slow-moving pair of scissors down the row.
-Bonus: Charge Buster changed to Scissors Cut. CutMan jumps to the space in front of the enemy and performs a one-panel slice that deals massive damage.

Special Parts
-Iris AI: When MegaMan would normally be deleted, he instead recovers 20% HP. Only works once.
-Hub Body: SuperArmor. Immune to negative panel effects. HP reduced by 25%.
-Colonel Weapon: 4A/4C/4S. Charge Buster: Screen Divide. Creates a sword slash two panels forward in a > shape.

Operators and Navis
(Note: As a compromise between my lazy tendencies and my willingness to get this done, I'll only cover the new characters)

Denny and DynamoMan.EXE
Denny is an employee at the Waterworks. He has become rather frustrated lately due to his work, causing many of his co-workers, including Dr. Froid, to worry about him. When the Waterworks comes under attack, Denny is immediately accused of being the culprit; it's soon discovered, however, that the real troublemaker is SplashWoman.

DynamoMan could best be described as a globe with arms, legs, and four lightning rod-like devices protruding from his back. He is a jolly, if somewhat overconfident, Navi. He focuses on stunning the player until he can unleash one of his high-powered electrical blasts.

-Lightning Bolt: DynamoMan fires a slow ThunderBall forward that tracks MegaMan's movement. Occasionally, he will fire an alternate version that sends the electricity forward two spaces, then splits into two, attacking the upper and lower row.
-DynamoThunder: DynamoMan fires three blasts of lightning that covers an entire row; the first attacks the middle row, the second attacks the upper row, the third attacks the lower row. At higher levels, a fourth blast attacks the upper and lower rows.
-Hyper Thunder: DynamoMan's desperation move. He is struck by lightning, restoring some of his HP, then fires a huge burst of energy straight forward.

Kat and VisionWoman.EXE
Kat is a plucky ghost hunter, aided in her quest by a pair of special goggles that rest on her head at all times. She appears as a classmate of Lan's in the beginning of the game, but disappears until Lan takes a request which entails MegaMan assisting VisionWoman in destroying the ghosts of HeelNavis.

VisionWoman is a friendly ghost who uses her innate powers in addition to her new frame, equipped with powerful scanning and specter-battling weapons, to aid Kat in her missions. Her helmet is equipped with a thick pair of goggles, and she has long, waist-length hair. Her "dress" is well-armored (although it is mostly to keep her soul data from escaping) and her cuffs feature blasters that allow her to fire at the enemy. She has a pair of "energy wings" that she can use to hover. VisionWoman's strategy is mostly reversal-based.

-Invisible: VisionWoman can become invisible at will, but taking any damage (including the MegaBuster) will uncloak her.
-Ghost Beam: VisionWoman fires a beam of energy from her cuffs that somewhat slowly covers her row. It is capable of piercing Invis and damaging through Barriers and Auras.
-Specter Feint: If struck too many times with the MegaBuster, VisionWoman will disappear and perform a multi-hitting attack similar to SearchMan's ScopeGun.
-Warp Beam: VisionWoman charges energy for a bit, then warps in front of MegaMan and fires a Ghost Beam that covers her row and the column in front of her. If struck with an attack during the charging period, she becomes intangible and attacks immediately.
-Ghost Drain: VisionWoman's desperation move. She vanishes before reappearing in front of MegaMan and dashing forward while intangible. If she makes contact with MegaMan, she enters his frame, paralyzes him and begins to damage him. If no effort is made to remove the paralysis, she will continue to lower his HP. The higher her level, the more attempts she will make to posses Mega.

Irma Murasaki and JewelMan.EXE
Irma is a wealthy child born to an Electopian father and a Netopian mother. As mentioned before, she is initially acts snobbish to Lan and his friends, but is forced to help them in the incident at the Greenhouse, which begins a series of events that makes Irma question her judgment regarding them. Around midgame, it is revealed that her father is a benefactor of New Gospel, causing her to fall from grace with her peers; Lan comforts her during this time, resulting in her finally warming up to him.

JewelMan is a lanky Navi with jewels covering his helmet, shoulders, forearms, and kneecaps. One large jewel is placed on his chest. His strategy involves controlling the enemy via obstacles. JewelMan is the first Navi fought in the game.

-Super Armor.
-Jewel: Two jewels are on the field at all times. At the start of the battle, they cover the top and bottom panel of MegaMan's front column.
-Jewel Cutter: JewelMan jumps to the front of his row and performs a LongSword slash.
-Jewel Shot: The jewels on the field are lifted and fired straight forward. Does above average damage.
-Jewel Spike: Only used at later levels. JewelMan pounds the ground, caused some of MegaMan's panels to be covered in jewel shards for a short time.
-Jewel Rain: JewelMan's desperation move. He targets MegaMan's column, then rains down hundreds of tiny jewel shards.

Mr. Famous and SpectrumMan.EXE
Mr. Famous is at it again; SpectrumMan is yet another of his off-the-wall Navis. SpectrumMan was created in order to test the versatility and adaptability of potential Official NetBattlers.

SpectrumMan is a relatively small Navi, and yet believes himself to be a hotshot. He carries four lights on his back that can be ejected and used against MegaMan. The palms of his hands contain similar lights. SpectrumMan's strategy involves changing panel conditions and a variety of side effects.

-SpectrumBulb: SpectrumMan lets loose the lights on his back, which hover over certain panels on MegaMan's side of the field and cause varied effects based on the color that they display. Red lights create Lava Panels, Blue lights create Ice Panels, Yellow lights paralyze MegaMan upon contact, Green lights rapidly drain MegaMan's HP, and Purple lights create Poison panels.
-Omni Beam: SpectrumMan fires a long, white beam from his hand. It contains Fire/Elec/Aqua/Wood properties and is immune to abilities such as DynamoBody.
-Silence Beam: SpectrumMan fires a long, purple beam from his hand. It blinds MegaMan upon contact.
-Twin Ray: SpectrumMan fires a Red and Yellow beam above and below him. They reappear in MegaMan's side of the field, together taking up two columns. If hit by the Red beam, MegaMan's CustomGauge will be set back by 1/4. If hit by the Yellow beam, MegaMan's currently equipped chips will be broken.
-Laser Show: SpectrumMan's desperation attack. The SpectrumBulbs all fire white beams and circle around MegaMan's area. If hit, MegaMan's NaviBlocks are disabled (if a full NaviBlock set is used, the Navi will revert back to MegaMan)

Shelly Sweetwater and SplashWoman.EXE
Shelly is a huge fan of marine biology and loves diving deep in the ocean. She believes that all NetNavis should be as free as the fish, and thus is recruited into New Gospel in hopes of using Bass's data to make all Navis autonomous. However, after it becomes clear that the New Gospel is planning to wreak havoc on humankind, she assists Lan and the Officials.

SplashWoman is a diva who only stays with Shelly because she isn't an autonomous Navi. There are very few visual differences between this version of SplashWoman and the Classic version aside from height; both are mermaids, the general helmet design is identical, and the Trident is carried at all times. Key differences include her gloves being slightly more exaggerated and mask-like goggles covering her eyes. SplashWoman's strategy involves using Electric attacks on Sea Panels, doubling damage. She is the first New Gospel boss to be encountered, but is slightly stronger than most starting bosses due to Jewel Man's status as the first Navi battle in the game.

-SeaStage: The stage starts with all Sea panels. SplashWoman will restore them after they fade away.
-Fish Call: Fish fly straight forward at normal intervals while SpashWoman prepares to attack.
-Laser Trident: SplashWoman fires five bullet-like electric shots straight ahead. They all paralyze.
-Trident Beam: SplashWoman dives into the water. She then warps to a different panel, re-emerges, then fires an electric beam straight forward.
-Lightning Staff: Desperation move used at higher levels only. SplashWoman tosses her Trident three spaces ahead. All panels surrounding it are struck by lightning.

Honey and HornetMan.EXE
Honey is a mischievous girl who loves insects, most notably bees. She wants to find Bass out of simple curiosity, and thus joins New Gospel. Despite this, her allegiance is ambiguous; while she does play tricks on Lan and co., her scheme at the Greenhouse was designed so that nobody would be injured and she later helps Lan locate New Gospel's HQ.

HornetMan is a large flying Navi. His design roughly resembles a humanoid bee, with both of his hands being replaced by stingers. His strategy revolves around trapping MegaMan, allowing his HP to be rapidly drained by bees.

-All panels start as Grass. HornetMan slowly recovers HP on Grass panels.
-Hornet Swarm: HornetMan shoots out several groups of bees (amount depends on level). These bees slowly track MegaMan and have a long lifespan. They do not flinch or cause recoil.
-Stinger Punch: HornetMan fires a stinger straight forward. If it catches MegaMan, he is pushed to the back row and held in hitstun.
-Buzzbomber: HornetMan disappears, then flies diagonally into MegaMan's area.
-Honey Sting: HornetMan's desperation attack. First, globs of honey drop into MegaMan's area, blocking his movement if he walks into one. Then, HornetMan dashes after MegaMan, using the giant stinger on his bottom. If he hits, MegaMan is paralyzed and HornetMan's HP slowly regenerates.

Sgt. Brash and GrenadeMan.EXE
Sgt. Brash is a Netopian that was dishonorably discharged from the military. Unlike Shelly who joined New Gospel due to good yet misguided intentions and Honey who joined to play pranks and discover Bass, Brash joined for pure, unadulterated destruction. Also unlike the aforementioned girls and Gauss, he stays with New Gospel until Bass is discovered and awakened, which would prove to be a fatal mistake.

GrenadeMan is a huge, hulking Navi. His shoulders contain huge cannons; additional smaller cannons exist on his forearms and the sides of his helmet. GrenadeMan's strategy is hitting really, really hard.

-Super Armor.
-Brushfire Bomb. GrenadeMan fires a bomb from his shoulder cannon that strikes MegaMan's center panel. It explodes, causing fire to spread in a Z-shape.
-Hell Cannon. Fires what essentially amounts to a TankCannon. At higher levels, GrenadeMan fires a second shot.
-Sonic Cannon. Fires two shockwaves above and below him that cracks panels.
-Grenade Rain. GrenadeMan's desperation attack. Random panels flash yellow before GrenadeMan points his cannons into the air and fires multiple small bombs into MegaMan's area.
Edited by Gunstar Ikari, Sep 16 2009, 08:24 PM.
"THIS ONE'S A REAL ROCK!" *explodes* -Nameless Neo Zeon Grunt
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Lavos
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Silver can keeps calling me...
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I like what I see so far... you should learn Japanese and get a job at Capcom of Japan. XP

If I may suggest a bullet point:

-Navis, chips, and viruses can have names longer than 8 characters.

Seriously. XD
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Gunstar Ikari
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I think Star Force increased it to like 12 letters or something. It was more, but still not enough to fit most names in.

But yeah, I'll add it. XD
"THIS ONE'S A REAL ROCK!" *explodes* -Nameless Neo Zeon Grunt
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Gunstar Ikari
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NaviBlocks finished. Now onto the actual Navis.
"THIS ONE'S A REAL ROCK!" *explodes* -Nameless Neo Zeon Grunt
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Gunstar Ikari
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And the new Navis are done. Dunno if there will be anything else after this point. I might think up a final boss and maybe even a rough scenario layout (don't count on this one).
"THIS ONE'S A REAL ROCK!" *explodes* -Nameless Neo Zeon Grunt
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The Rock
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Doo Wop.
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Do it anyways!
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
-DP: 0

-Profile-

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