Aiding the E.G.G.M.A.N. (Sonic)

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-[X] Hyper Mode (Capstone): With some enhancements… it should be possible to grand Mecha Sonic access to a hyper mode, though it would require all seven Chaos Emeralds and access to either the Master Emerald or Hyper Emeralds. 40 Points.
I'm guessing we got this option because we choose efficient energy manipulation from the Chao energy back then?


Also I'm curious. What does Eggman currently think of the Egg Brain?
 
Another thing I want to do

Create the 2006 egg man robots

They have some nice designs even if the game was trash

They also would be a good look for the egg brains design effective nothing flashy
 
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[X] A new Badnik you do not know how long anything you produce will last, but your current goal is merely to make your creators forces stronger for the next fight, a new machine type should be a decent hold over until the doctor initiates his overhaul.
-[X] A weaponized slot machine (cashing in reward from omake)
[X] Begin building your forces, you will destroy this usurper. (Choose from humanoid model research or vehicle research).
-[X] Vehicles
 
[X] A new Badnik you do not know how long anything you produce will last, but your current goal is merely to make your creators forces stronger for the next fight, a new machine type should be a decent hold over until the doctor initiates his overhaul.
-[X] A weaponized slot machine (cashing in reward from omake)
[X] Begin building your forces, you will destroy this usurper. (Choose from humanoid model research or vehicle research).
-[X] Vehicles
 
By the way mecha sonic still has one major weakness. He doesn't have a large enough storage for light but otherwise he is perfect
 
If we ever do research in humanoid bots I'll bot on making the egg gunners they are versatile and can keep up with sonic in the cutscenes
 
Ya we have a facility to build them already we could focus solely on researching vehicles and not on making new and better humanoid robots
well that's just a bad idea. we need to use our robots at some point, vehicles can't fight in a building/airship. and if we don't upgrade them we'll lose hard because of metals forces having all the upgrades we've made previously and other bot types.

I was actually originally against building vehicles at all when we can just make a robot that fills the same role and doesn't need a pilot, but we've already built the facilities so it would be dumb not to use them.
 
well that's just a bad idea. we need to use our robots at some point, vehicles can't fight in a building/airship. and if we don't upgrade them we'll lose hard because of metals forces having all the upgrades we've made previously and other bot types.

I was actually originally against building vehicles at all when we can just make a robot that fills the same role and doesn't need a pilot, but we've already built the facilities so it would be dumb not to use them.
Well to be fair I think already have the upgraded egg pawns

And the vehicles could be used by biological ally's if we have any

And while vehicles can't fight in buildings or airships they could destroy them

And we already have the facility to build all the old humanoid robot designs just not new ones which is what the research thing is for

And that's why I said if because we can't control it if everyone else decides to focus only on making bigger and better vehicles
 
To be fair, some vehicles we've seen are actually pretty small (case in point: Tornado, especially in walker mode), and the hallways tend to be pretty ridiculously oversized (likely so Eggman can pilot his boss mechs through them without tearing through the walls).

Now, I won't pretend that every vehicle ever will fit wherever we want to attack, but at the least the mini-mecha should be able to go anywhere Hammers can... hell, I picture the mini-mecha as smaller than an Egg Hammer. We'd have to overbuild pretty gratuitously to meaningfully restrict them, I feel.

That said, I'll be voting for humanoids if we get another turn before Heroes starts. Fighters and/or Gunners would just be too useful.
 
New badniks
[X] A new Badnik you do not know how long anything you produce will last, but your current goal is merely to make your creators forces stronger for the next fight, a new machine type should be a decent hold over until the doctor initiates his overhaul.
-[X] A weaponized slot machine (cashing in reward from omake)
[X] Begin building your forces, you will destroy this usurper. (Choose from humanoid model research or vehicle research).
-[X] Vehicles

Hmp… while your loathe to do anything for the imposter you are forced to admit to yourself that a Slot Machine based badnick is actually something the one true doctor would like.

Best get it done before you get to work on your other secret project

Now… to begin the process.

What base will you use?
[ ] Turret: The slot machine badnick will be fixed in place but in turn will have a wide arsenal build into it. (Gives 4 equipment slots)
[ ] Humanoid: The badnick will be humanoid, this gives it less to work with but allows for enough ease of production that it'll prolific within the zones its deployed too. (Gives 2 equipment slots)
[ ] Flying: The badnick will fly…. This will lean minimal space for equipment. (Gives 1 equipment slot)
[ ] The Juggernaut: A massive treaded behemoth, only 1 of these will ever show up in a Casino Themed Zone. (Gives 6 equipment slots)

And of course you have a wide array of different devices to fix into the new badnik type as well.
[ ] Token Launcher: Allows the badnik to shoot out Eggman Empire themed Casino tokens at rapid speed…. They have double function as game tokens at any Eggman Empire themed Arcade! The amount of tokens launched depends on the results of the slot machines. 3 shots for most results and 30 for three 7s. (Free)
[ ] Flamethrower: The Slot machine shoots out a plum of fire in the direction it's facing when it lands on a fire symbol. The fure scales in area of effect and flame intensity with each fire symbol. (1 Slot)
[ ] Shield: The Slot machine creates a defensive shield around itself when it lands on a shield symbol. The number of hits the shield can take scales with each instance of the shield (1 Slot)
[ ] Badnick Spawn: The Slot machine releases smaller badnik when it lands on the Eggman Empire logo, the number of badniks scales to the number of logos landed. (3 Slots)
[ ] Missile Barrage: The slot machine launches a barrage of missiles when it lands on the missle symbol, number of missles escalates with the number of symbols rolled. (1 Slot)
[ ] Shock: When the slot machine lands on a lighting bolt symbol it releases a wave of electricity around it, the radius increases with each bolt rolled. (1 Slot)
[ ] Repair: When the slot rolls of a wrench the badnik repairs every other badnik in the immediate area, two wrenches make nearby badniks faster and three wrenches makes them temporarily invincible. (1 Slot)
[ ] Big Bomb: When the slot machine lands of a bomb the slot machine launches a very large bomb. When two bombs are rolled the bomb launches sticky gel, when three bombs are rolled it sperates into smaller bombs on impact. (2 Slots)
[ ] Laser: When the slot machine lands on a beam the slot machine shoots a laser at its enemies, the number of laster beams shot at once is equal to the Beam symboles rolled. (1 Slot)
[ ] Ice Blast: When a slot lands on an Ice Cube symbole the slot machine leaches out a cloud of ice that can freeze enemies it contacts, the area of effect of this attack scales with the number of cubes rolled. (1 Slot)

Naturally you also put work into another area of concern.

The imposters presence is insufferable, but you will need an army if you want to a good chance of getting rid of them, especially if a good number of the idiot pawns are too stupid to realize the current doctor is an imposter when you make your move.

You have a few different 'patterns' you could looked over for this.

The first and most simple would be the Black Ops Pawns, these would be dark colored Egg Pawns with an improved AI making them far more competent in general affairs. The easiest to create but also the ones with least improvement over the base model.

Next are the Egg Fighters. They have been in considered for the position of the next generation Egg Pawn but at is turns out they are… significantly less flexible when it comes to non-violence related tasks and more importantly are more expensive to produce. Still they are more durable than egg pawns and the base form can use much heavier weapons effectivly.

Egg Gunners are a more specialized type of machine. Equipped with a built in jetpack and twin guns the basic Egg Gunner tends to fight from range while using its ariel manuverablity to reposition if threatened. Sadly current projects show that they cannot do this fast enough to form a true Sonic defeating army but it's still an effective tactic against most enemies.

The SWAT bots are powerful frontline fighters, they are among the slowest of the 'mainline' badnik designs but they make up for that in sheer durability and increased intimidate factor in focus groups.

Finally of course are the fast soldier bot lines, this won't really fool the enemy per say but it will cause some initial confusion since they look far more organic than anything else the Empire has employed on mass. Additionally they are about as flexible as Egg Pawns… but sadly they are by far the most fragile of the potential frontline badniks.

Which do you choose
[ ] Black Ops Pawns
[ ] Egg Fighters
[ ] Egg Gunnners
[ ] SWAT Bots
[ ] False Soldiers
 
[X] plan: go big or go home
-[X] The Juggernaut: A massive treaded behemoth, only 1 of these will ever show up in a Casino Themed Zone. (Gives 6 equipment slots)
—[X] Shock: When the slot machine lands on a lighting bolt symbol it releases a wave of electricity around it, the radius increases with each bolt rolled. (1 Slot)
—[X] Ice Blast: When a slot lands on an Ice Cube symbole the slot machine leaches out a cloud of ice that can freeze enemies it contacts, the area of effect of this attack scales with the number of cubes rolled. (1 slot)
—[X] Flamethrower: The Slot machine shoots out a plum of fire in the direction it's facing when it lands on a fire symbol. The fure scales in area of effect and flame intensity with each fire symbol. (1 Slot)
—[X]Shield: The Slot machine creates a defensive shield around itself when it lands on a shield symbol. The number of hits the shield can take scales with each instance of the shield (1 Slot)
—[X] Laser: When the slot machine lands on a beam the slot machine shoots a laser at its enemies, the number of laster beams shot at once is equal to the Beam symboles rolled. (1 Slot)
—[X][Missile Barrage: The slot machine launches a barrage of missiles when it lands on the missle symbol, number of missles escalates with the number of symbols rolled. (1 Slot)
—[X] Token Launcher: Allows the badnik to shoot out Eggman Empire themed Casino tokens at rapid speed…. They have double function as game tokens at any Eggman Empire themed Arcade! The amount of tokens launched depends on the results of the slot machines. 3 shots for most results and 30 for three 7s. (Free)
-[X] SWAT bots

I honestly would not put the coin in there since that coin roll could instead have a missle or laser which is more powerful
 
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