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megamanx:technology:hypermode [2012/11/04 22:40]
127.0.0.1 external edit
megamanx:technology:hypermode [2016/04/27 15:21] (current)
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 Force Metals were eventually abandoned for hypermodes given their possibility to increase maverick tendencies. Hunter researchers looked for other ways to power hypermodes. They eventually found that by sacrificing all 8 maverick moves stored in the [[megamanx:technology:variable_weapon_system|Variable Weapon System]] they could extend hypermode's duration and even capabilities even further at the cost of using all those move's energy. Force Metals were eventually abandoned for hypermodes given their possibility to increase maverick tendencies. Hunter researchers looked for other ways to power hypermodes. They eventually found that by sacrificing all 8 maverick moves stored in the [[megamanx:technology:variable_weapon_system|Variable Weapon System]] they could extend hypermode's duration and even capabilities even further at the cost of using all those move's energy.
 +
 +===== How it works =====
 +Hypermode works by constantly drawing energy from the user's power core. This energy is then set aside inside the hypermode module. After the module has been fully charged the user can then trigger hypermode to unleash this stored power.  
 +The transformation varies by user... (some only change colours, some glow, some project energy, some change their armour entirely, etc...) But in cases where the user's armour physically changes that change is made by the user's [[megamanx:technology:nanites|nanomachines]] charged by the hypermode's energy. (Much like how [[megamanx:new_generation_reploids|New Generation]] reploids transform.)
 + 
 +
 +When it comes to using special attacks, the user's power core still supplies energy for their abilities, but hypermode's energy reserve adds a bit more to amplify their power. In most cases Hypermode has collected enough energy for them to use their moves sufficient number of times without worry about running out of power. (Unless of course they have a move that specifically sacrifices all their hypermode energy for one large attack...)
  
 ===== Capabilities ===== ===== Capabilities =====
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 The maverick virus also causes massive problems and malfunctions with the hypermode unit and will cause severe drawbacks ranging from powering down to simply refusing to enable. Mavericks were never able to solve these issues and mostly abandoned hypermodes as a viable option for combating hunters. (This happened in [[arcadia:chaos_advent|Chaos Advent]].)  The maverick virus also causes massive problems and malfunctions with the hypermode unit and will cause severe drawbacks ranging from powering down to simply refusing to enable. Mavericks were never able to solve these issues and mostly abandoned hypermodes as a viable option for combating hunters. (This happened in [[arcadia:chaos_advent|Chaos Advent]].) 
  
-The only time a maverick has successfully managed hypermode is the case of [[arcadia:mavericks:ar2:merge_silkworm|Merge Silkworm]]. (And that was due to Merge having absorbed a hunter capable of using Hypermode.) Though successful activation is debatable given using hypermode caused Merge to become a berserker. +The only noted time a maverick has successfully managed hypermode is the case of [[arcadia:mavericks:ar2:merge_silkworm|Merge Silkworm]]. (And that was due to Merge having absorbed a hunter capable of using Hypermode.) Though successful activation is debatable given using hypermode caused Merge to become a berserker. 
  
  
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 ====== Behind the Scenes ====== ====== Behind the Scenes ======
  
-Hypermodes gave each character +1 to all their stats, gave them a unique "ultimate move" only accessible when in hypermode. Plus 4 slots to either give new moves, increase stats (but only up to 5 in AR:0, 9 in AR2) or add other abilities (ex- flight). They only last for 3 posts (unless users give up all their maverick move energy then hypermode lasts for as long as they want.) But if users post 3 more times without hypermode then they can use it again. (It regenerates over time, unlike in Command Mission where it was demoed.)+Hypermodes gave
 +  * each character +1 to all their stats,  
 +  * a unique "ultimate move" only accessible when in hypermode.  
 +  * Plus 4 slots to either give new moves, increase stats (but only up to 5 in AR:0, 9 in AR2) or add other abilities (ex- flight).  
 +  
 + 
 +Hypermode only lasts for 3 posts (unless users with all 8 maverick moves give up all that energy to fuel hypermode. In that case  hypermode lasts for as long as they want.)  
 +Once hypermode is exhausted (all 3 posts have been used) if the user makes 3 more posts* then they can use their hypermode again. (It regenerates over time, unlike in Command Mission where it was demoed.)
  
 +* Posts that aren't short or don't really do much. So a post that only asks a single question wouldn't count. And these 3 posts cannot use hypermode. Hypermode during this time is offline while it recharges.
  
 While it is theoretically possible for New Generation reploids to have hypermode capabilities (demonstrated by Megaman X: Command Mission) I chose not to allow that in these roleplays to give a differentiation between New Generation and Old Generation reploids.  While it is theoretically possible for New Generation reploids to have hypermode capabilities (demonstrated by Megaman X: Command Mission) I chose not to allow that in these roleplays to give a differentiation between New Generation and Old Generation reploids. 
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