= What is this section? = This section is dedicated to the hypothetical of [i]Mega Man Battle Network[/i] as a hero shooter. [br]A [b][i]Mega Man Network Battle[/i][/b], even. The characters and maps are built around the assumption of [i]Gundam Evolution[/i]'s mechanics, including: * Infinte ammo, limited only by a weapon's magazine. * Players whose HP is reduced to 0 are downed instead of immediately destroyed, and can be picked up by an ally unless destroyed or respawned. * All characters have a number of dashes that passively regenerate. They can also use the dash meter to sprint on the ground or slow their descent when in the air. * All characters will start to regenerate missing HP after a few seconds of not taking damage. * 6v6 team battles (unless stated otherwise on a map's page); no role restrictions but no duplicate characters on the same team. == Glossary == Here is a list of in-game terminology that these pages will use:[br][i](we are specifically avoiding the use of "network", "server", and "connection" because, as an online game, we don't want to mix up real-world error messages with in-game terminology)[/i] * [b]Navi / Net Navi[/b]: a playable character * [b]Buster[/b]: a player character's primary weapon * [b]Battle Chip[/b]: a player character's ability; each character has at least 2 * [b]Special Chip[/b]: a player character's ultimate ability * [b]Error[/b]: status effect. * [b]Confused[/b]: reverses the character's movement and camera controls for a time. * [b]Stalled[/b]: preventing them from moving or acting for a time. (stun) * [b]Crash[/b]: when a player is reduced to 0 HP but not yet destroyed * [b]Delete[/b]: destroy an enemy completely after crashing them * [b]Reboot[/b]: reviving a player who is crashed but not yet deleted, returning them to battle in the same spot where they crashed * [b]Net Area / Area[/b]: a map where gameplay occurs == Roles == Net navis (playable characters) are sorted into one of four roles: * Damage is for characters whose primary focus is defeating enemies. They should be more than able to handle 1v1 encounters with no help. * Control is for characters who can create area denial, force opponents to change their positioning, and/or punish thoughtless attacking. * Support is for characters who focus on buffing or healing. They are at a disadvantage in 1v1 situations. * Tank is for characters who are meant to purposely absorb damage. They are durable enough to take a pounding from multiple people without going down too quickly, though their offense only lends itself to challenging 1v1 situations without assistance. == Niches == Each character has a specific loadout of skills and an ultimate ability that lets them carve out a specific niche. Each of these loadouts is based on existing hero shooter characters from [i]Overwatch[/i], [i]Gundam Evolution[/i], and [i]Team Fortress 2[/i] (with specific items in mind). {{ {Unit|Niche|Desription} {MegaMan.EXE|The Basic Unit|Good all-arounder and the baseline for performance.} {ProtoMan.EXE|Special|-} {QuickMan.EXE|The Runner|Outmaneuvers enemies to get to goals or hassle the enemy team.} {AquaMan.EXE|The Ranger|Engages foes from medium distance and uses skills to stay alive.} {Bass.EXE|The Wasp|Runs in, mag-dumps, and runs back out.} {DiveMan.EXE|The Bombardier|Fires rockets for splash damage to force the enemy back.} {NumberMan.EXE|The Demolitionist|Fires grenades for splash damage and sets up traps.} {HeatMan.EXE|The Pyro|Spews AOE fire that damages foes with afterburn.} {IceMan.EXE|The Cryo|Spews AOE ice that slows enemies' movement.} {ThunderMan.EXE|The Autohit|Auto-tracks an enemy in close range for constant damage.} {Zero.EXE|The Knight|Dives in and combos into a single kill then retreats.} {ShadowMan.EXE|The Ninja|Pokes while dancing around and then lunges for the kill when the target is weak.} {Ring.EXE|The Fencer|Jumps from enemy to enemy, building ult and then going on a killing spree.} {NapalmMan.EXE|The Heavy|Slow but has high enough damage and fire rate to kill anything in the direction they breathe.} {KnightMan.EXE|The Berserker|Absorbs incoming damage to build rage and retaliates with buffed damage.} {MagnetMan.EXE|The Wall|Has a big shield that travels with them and protects both them and their allies.} {GutsMan.EXE|The Bulk|Has high HP and uses it to single-out and out-DPS other units in 1v1.} {PlantMan.EXE|The Hook|Uses a hook gimmick to pull enemies and combo them to death.} {JunkMan.EXE|The Manual|Builds a single, large turret and tries to upgrade and maintain it.} {Colonel.EXE|The Automatic|Drops multiple, smaller, disposable turrets as they traverse the field.} {Roll.EXE|The Pocket Medic|Heals one person at a time with great potency.} {Serenade.EXE|The Triage Nurse|Passively heals the entire team.} {Meddy.EXE|The Heal Gun|Has skills that both heal allies and hurt enemies simultaneously.} {SearchMan.EXE|The Camper|Sets up in a nest and picks off targets at extreme range.} {StarMan.EXE|The Huntsman|Uses a bow to pick off targets at long range while traveling.} {EraseMan.EXE|The Backstabber|Sneaks behind enemies and takes them down instantly from behind.} {RideMan.EXE|The Gunslinger|Pushes into enemy territory by taking precision shots in medium range.} {ShadeMan.EXE|The Vampire|Jumps in the middle of the enemy team and sustains their own HP through kills.} {GyroMan.EXE|The Flier|Is able to fly above the battlefield for maneuverability or combat.} {Slur.EXE|The Copycat|Generally an all-arounder but copies enemies to use their niches.} {Shooting Star Mega Man|The Lock-on|Tags enemies and harrasses them from long-range.} }} == Skins == * All navis have their default look and generic palette swaps (red, blue, green, yellow, purple, etc.) * Chaos Unison is the chromatic inversion for the character's normal look, based on BN5's dark chip soul unisons. * Navis that have a soul unison/cross with MegaMan have alternate skins that replace them with his cross/unison model. (Because of hitbox size differences, using a MegaMan skin on a navi will use the lower max HP value between his and the actual navi. This means characters with more HP with him will be lowered to his HP while characters with less HP will [u]not[/u] be increased to his. This is to maintain balance as the higher HP enemies generally have a larger hurtbox so MegaMan skins will be harder to hit, having a different frame.) == Game Modes == === [u]Capture Point[/u] === The attacking team is tasked with capturing two points, one after the other, while the defending team is tasked with preventing it. === [u]VS Capture Point[/u] === A symmetrical mode of capture point where both teams fight for the middle point then try to capture the other's home point. === [u]King of the Hill[/u] === Both teams fight over rotating capture points. The first team to reach 100% (or the highest percent once the timer ends) wins the round. Best 2 of 3 wins the match. === [u]Defense[/u] === Both teams fight over a control point. Once captured, the owner becomes the attacking team and their spawn point changes while the other team must defend their base's core. A point is added for capturing the central area and each half of a core's HP that is depleted. The first team to reach 3 points wins. === [u]Destruction[/u] === The attacking team attempts to plant a bomb and keep it up long enough to detonate while the defending team tries to prevent it while running down the clock and disarm it if it is planted. === [u]Payload[/u] === The attacking team pushes a cart to the objective while the defending team prevents this. The cart heals nearby players on the attacking team and can be used as cover. === [u]Arena[/u] === Matches of 1v1, 3v3, 6v6 or 12-person free-for-all. No respawns. Best 2 of 3 wins except free-for-all. For 1v1 and free-for-all, passive health regeneration is turned off (including the passive portion of Serenade's ability) but healing mystery data is still scattered around the map. === [u]Deathmatch[/u] === Available in team or free-for-all. Players rack up points through eliminations. The round ends when the timer reaches zero, a team reaches X points, or a single player reaches Y points. The team with the most points when the round ends is the winner. In free-for-all, the top six scoring players win. As the game mode is based on Overwatch's deathmatch, there are no set spawns; players spawn in any of a dozen locations across the map. === [u]Co-op[/u] === A story-centered PVE mode where a single team of 6 players works together against NPC-controlled enemies to achieve multiple goals in sequence. This mode has no respawns but players will remain in a crashed state indefinitely until/unless rebooted. Enemies will not attack or damage crashed navis but will still attack navis who try to pick them up.