Table of Contents
Cyberspace
Cyberspace is the virtual area where humans and reploids can visit to purchase items, play games, chat, or more. Cyberspace can also be accessed with simple terminals to provide a standard text/graphic-lite based version much like the ancient internet.
For reploids, when they enter cyberspace they are projecting their personality into the area creating an exact digital copy of themselves.
For humans, they simply create (or select a pre-set) avatar to use when they connect.
Cyberspace also seems to act as something of an afterlife for reploids, and other deleted information, allowing for communication with the deceased and the retrieval of long lost data. In some cases, these reploids may be unaware of the demise of their physical selves and will react violently when confused.
It is also possible for the cyber world to manifest itself inside the real world, as seen in the Eurasia Incident where high quantities of the Zero Virus were forced to collide with the Earth, irradiating the area and forcing humans to live underground. In this place the real world and cyberspace began to merge, allowing long deleted robots to cross over from one plane of existence into the other. Researchers would eventually study this event, which became the basis for developing Cyber Elves, computer programs which would be able to exist in the real world for the purpose of assisting reploids; the most powerful of which, the Mother Elf, being able to drastically manipulate both reploids and the real world.
Rules of Cyberspace
Cyberspace operates on very different principles than the real world. And each section of cyberspace has it's own rules and laws depending on who owns it.
Access
Certain areas of cyberspace may be blocked off with powerful firewalls to prevent those without proper clearance from entering. Those with proper clearance can see openings while those without simply see either nothing or blocked off areas.
Owners of areas can also set conditions to allow users to enter. For example if an owner wanted to put a skill testing question they could do that. Or they could create a small arena for a combat test.
Bypassing
Hunters can be granted special passes to enter areas regardless of clearance level to investigate maverick activity.
Even without proper access clearance, some with sufficient skill (or brute force) can still enter. Brute force, though while sometimes effective to gain entry, is very easy to detect and causes a lot of attention.
Time
In cyberspace time flows differently. Because it is an entirely digital area, things happen much quicker than in the real world. (Usually several hundreds of times quicker because processing speeds operate that much quicker.) So this means things that take large amounts of time in real time could be accomplished very quickly in an entirely digital setting. (For example, a fight that might take 6 hours in real world might only take 6 seconds in cyberspace. )
Though if humans are present then things are slowed down to roughly real-life speeds accommodate them (because their brains can't process things nearly as quickly as a reploid could.)
This means that there are some sections created that humans don't have access to. (And if they did enter, it would become apparent to everyone there when a human entered.)
Physics
In cyberspace, physics of the real world don't always apply. (Depending on what the area owner wants). This means it may be possible for users to fly for no apparent reason or throw objects farther/faster/with more force than they should ever be able to. Similarly, attacks based on elemental effects may not work properly.
Human avatars often times utilize these modifications to enhance their basic capabilities. (Allowing them to sometimes even fight on par with reploids.)
Weapons
Like in the real world, there are weapons in cyberspace. In most public sections of cyberspace, weapon use is disabled. (Though rogue users can bypass this to carry active weapons… But if they use them it causes a lot of attention.)
In private sections of cyberspace, weapon rules (like many other things) are up to that owner. One notable example is that in Hunter controlled Cyberspace, Maverick Hunters gain the ability to use any buster-based acquired maverick power (listed within the Maverick Power Database) without even having a buster. (They can simply shoot it from the palm of their hand. Knuckle based powers work similarly.)
Cyberspace weapons are modeled after real world weapons to keep everything consistent. When used they cause data erosion or deletion. (Nearly everything has protection against deletion, but sufficient attacks will cause protection to break down and allow data to be erased/deleted. Reploids can have parts of their bodies broken off/deleted and in most cases it won't cause erosion of their mind.)
Death
In cyber-warfare, whoever controls the area can determine how death works. This means they can set it so that death simply logs users out or they can set it so death means deletion. (Though deletion doesn't affect humans because it can't affect their minds). But reploids who are projecting their personalities in… they can be “killed” (or have their personalities and memories wiped blank) if they are killed in cyberspace. This makes combat in cyberspace nearly as dangerous and deadly as in the real world.
History
Pre 22nd century (Pre-MMX)
Cyberspace has existed for many years now. (Ever since the late 20th century when two scientists decided to try connecting two computers over a distance.) It evolved quickly throughout the early 21st century (evolving into Web 2.0 using newer and more powerful techniques to deliver dynamically generated content). Evolution slowed to a halt for decades after this. The internet stuck primarily with webpages much like it had since early 21st century.
Eventually humans started utilizing more virtual reality to create avatars to project themselves into the internet. Thus creating actual cyberspace. The first versions were primitive low resolution versions that looked largely like massive blue circuit boards with white pulses of data moving around. But as hardware improved and internet speeds were increased, cyberspace became much more realistic and detailed.
22nd century
When reploids came about, they quickly discovered they could plug themselves in project their consciousness directly into the digital environment. They found that doing so allow them many benefits. They could use extra processing power from servers to speed their digital representations up. Or they could create and control areas if they wanted. Finally, some reploids were able to attack areas of security, which would in turn open doors in the real world. Mavericks (such as Magna Centipede and Cyber Peacock) quickly began abusing these features with the intent of spreading the Maverick Virus via Cyberspace. These changes caused massive problems for other cyberspace users (difficulty traversing areas, forced logouts, insufficient resources to connect, lag, flickering of elements in the world and more.) This lead to the implementation of several safety features.
Mid-23rd Century (Pre-MMZ)
After Cyber elves had been developed, cyberspace took a radical evolution. No longer just confined to digital space, cyberspace actually became overlaid in the real world. This allowed digital entities to materialize in the real world (using energy projectors to materialize entities). It was later discovered that this extra energy allowed cyber elves to use their special powers without costing them their lives.
MMZ Era
While Cyberspace could still be accessed via specialized computer terminals known as Trans Servers, the flow of data crossing between worlds tended to be highly regulated until the events of Megaman Zero 3. Omega's return to Earth caused reality rifts to crop up all over the world, allowing the inhabitants of both worlds to freely cross over. It was a phenomenon not unlike the aftermath of the Eurasia Incident where high quantities of the Zero Virus caused the barriers between the inter-laden worlds to break down. The Resistance was able to use this time to access the cyber world's library of deleted data and obtain the lost records regarding Dr. Weil and Omega's involvement in the Elf Wars. After Omega's subsequent defeat the reality rifts stopped appearing, but the effects of Omega's reality rifts were felt for years to come. Surprisingly, many of them were positive, as it is speculated that Ciel may have used this data to further Cyber Elf evolution and create Bio-Metals.