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Posted: Sat Aug 03, 2013 7:09 am
For the level, is it similar to the FE game mechanism (aka: Needs 100 points in order to level up) or will it be cut down to make the game easy and balance? Because depending on how many enemies are in the game map, it may be tedious to reach up a certain level.
For the resistance part, I'm curious if we have to roll a die to see if the enemies hit or miss the target (I would say vice versa for the units too when attacking the enemies, but I don't know how that works). If we do need to roll the die, I think using the 4-sided die (odd for hit, even for miss) may be a good die to use. Dunno if defense should be similar to resistance if the enemies hit or make no damage, but at the same time we don't know the stats to the defense and resistance. The only downside of using the die for this is that it will take the game longer to play.
Can't help you there about the Soldier/Halbedier skill, I don't know much of all the skills from all the FE games such as Holy Generation or Judgral games. sweatdrop
Other than that, I'm cool with all the suggestions being made (aka: inventory limit, level, etc.) It makes the game more balance.
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Posted: Sat Aug 03, 2013 5:44 pm
Yes, 100, same as FE. It's not really tedious. It carries over to new games.
The resistance and defense wouldn't require a die roll... nor do those have anything to do with hitting or missing at all. They would just reduce the damage taken. If an enemy attacks for 10, but the unit that was attacked has +5 defense modifier, the damage is reduced to 5.
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Posted: Sun Aug 04, 2013 6:49 am
*looks at the boardgame* Something tells me that the host is getting pretty irritated about what's going on... sweatdrop
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Posted: Sun Aug 04, 2013 10:36 am
Jisen Meizuki *looks at the boardgame* Something tells me that the host is getting pretty irritated about what's going on... sweatdrop I'm not surprised. I'M getting irritated and I'm not even playing.
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Posted: Mon Aug 05, 2013 12:18 pm
I swear to god I will staff bonk this guy to death if Lance and Keiran don't get off their asses. ಠ_ಠ
Rath, can I dual wield my restore staffs for more damage? I don't care if they break. This game needs to end.
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Posted: Mon Aug 05, 2013 2:13 pm
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Posted: Sun Aug 11, 2013 6:28 pm
The first game is over and I would really like some discussion from those interested in this.
Also, the next game will be for 5 or 6 people, so if you want to join that one, please PM me your character with the 2 reclass options. If I already have your character 'on file', then just tell me the character. I will not accept any reservations or entry by word of mouth. I need an actual PM.
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Posted: Mon Aug 12, 2013 2:59 pm
I'm fine with most of what's being added/changed. But here are some things I suggest on top of that.
1) I think the exp for healing should be upped more. Something between 6-10. This will be priests/clerics main, pretty much only, source of exp since it's extremely unlikely that they'll be finishing off an enemy. Same should be applied to dancers/bards when using their perform skill.
2) I vote for +0 attack modifier for the transporter. Clerics/priest and dancers/bards aren't suppose to be attackers either so I think it's only fair that they should have the same modifier.
3) Maybe have Pierce or Luna be the soldier's other skill.
Will units still be able to use killer or brave weapons if they don't have a high enough weapon rank?
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Posted: Mon Aug 12, 2013 3:18 pm
I disagree with 1, simply because, as seen in FETO, healers will tend to be healing more often than attackers will be attacking. So what you'll have is, as seen in our first game, our healers/supporters getting more exp than our attackers. It's a bit different than in actual Fire emblem.
2. Agreed. Plus with the change I made to the trading action, their role as a trade b***h has been diminished some, so they need a little more value on the field.
3. I'll think about those, but they don't really have ties to anything soldieresque.
Weapon rank only applies to the base weapon that you start with. If you have a d-rank, you'll start with an 'iron' weapon, instead of a bronze, but you'll still be able to use a silver if you pick it up.
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Posted: Mon Aug 12, 2013 4:30 pm
Faceless Soldiers I disagree with 1, simply because, as seen in FETO, healers will tend to be healing more often than attackers will be attacking. So what you'll have is, as seen in our first game, our healers/supporters getting more exp than our attackers. It's a bit different than in actual Fire emblem. 2. Agreed. Plus with the change I made to the trading action, their role as a trade b***h has been diminished some, so they need a little more value on the field. 3. I'll think about those, but they don't really have ties to anything soldieresque. Weapon rank only applies to the base weapon that you start with. If you have a d-rank, you'll start with an 'iron' weapon, instead of a bronze, but you'll still be able to use a silver if you pick it up. Pierce does, spear tips and all that.
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Posted: Mon Aug 12, 2013 5:23 pm
askem2 Faceless Soldiers I disagree with 1, simply because, as seen in FETO, healers will tend to be healing more often than attackers will be attacking. So what you'll have is, as seen in our first game, our healers/supporters getting more exp than our attackers. It's a bit different than in actual Fire emblem. 2. Agreed. Plus with the change I made to the trading action, their role as a trade b***h has been diminished some, so they need a little more value on the field. 3. I'll think about those, but they don't really have ties to anything soldieresque. Weapon rank only applies to the base weapon that you start with. If you have a d-rank, you'll start with an 'iron' weapon, instead of a bronze, but you'll still be able to use a silver if you pick it up. Pierce does, spear tips and all that. I mean, that's a skill tied to wyvern lords and only in FE8. I'd use Luna rather than Pierce... I'm still thinking about it.
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Posted: Mon Aug 12, 2013 8:28 pm
Well both skills kinda do the same thing depending on which version of Luna you're looking at. Perhaps the PoR and Awakening's version, which halves defense, will work well with the game?
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Posted: Mon Aug 12, 2013 9:50 pm
Ninja_Maiden Well both skills kinda do the same thing depending on which version of Luna you're looking at. Perhaps the PoR and Awakening's version, which halves defense, will work well with the game? It would work well with the game now that we have defense modifiers in play. It's just that, historically, Luna doesn't have ties to the soldier class, so it seems kind of random to give it to them. I don't have any other ideas, though, so right now Luna's looking nice.
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Posted: Mon Aug 12, 2013 9:57 pm
Faceless Soldiers It would work well with the game now that we have defense modifiers in play. It's just that, historically, Luna doesn't have ties to the soldier class, so it seems kind of random to give it to them. I don't have any other ideas, though, so right now Luna's looking nice. Halberiers have it in Radiant Dawn. That's where I got the idea to mention it.
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Posted: Mon Aug 12, 2013 10:02 pm
Ninja_Maiden Faceless Soldiers It would work well with the game now that we have defense modifiers in play. It's just that, historically, Luna doesn't have ties to the soldier class, so it seems kind of random to give it to them. I don't have any other ideas, though, so right now Luna's looking nice. Halberiers have it in Radiant Dawn. That's where I got the idea to mention it. question Luna is a Marshal skill in Radiant Dawn and a Great Knight skill in Awakening.
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