Fire Emblem "mini like Ghost's mini MG" spinoff thing
Apr 12, 2015 14:00:43 GMT -8
Post by Ravan on Apr 12, 2015 14:00:43 GMT -8
Right, so I was thinking about this thing for a while now! Seeing as there's a hiatus for the main seasons at the moment as well as me having some spare time, I was thinking of making a sort of mini season based on the Fire Emblem games with the intent on balancing it for more enjoyment for you guys. Possibly. Sort of. For those that don't know, Fire Emblem is a series of strategy RPGs that can be pretty **** fun. You basically have your army go against an enemy army and try to plan/slaughter your way to victory whilst making sure you gain experience, valuables and other units as you move onwards. I was thinking of basically making it so we'd make our own units each.
I was also wondering if I should make it more cooperatively based, or if it should be more of a free-for-all... perhaps a bit of both? Groups that eventually clash? I was thinking that the general formula could go something like this.
1) Create a character
2) Intermission phase (Could RP here, I was going to do something akin to Eclipse's choose your own adventure with a bit more control on things though so we'd actually have a reason to make your characters go do things)
3) Actual battles (U WOT)
4) Back to 2, and repeat
For character creation, I was hoping to get a general description of your character as well as a weapon type you would like to use from the following: Swords, Lances, Axes, Bows, Wind magic, Fire magic, Thunder magic, Light magic, Dark magic and Staves. I may also include Knives/Daggers if people want them. Weapons have their own stats, with each category being better or worse at certain things. An example of this could be a Slim Sword. The stats on it would be as follows if we follow the FE7 stats for it, being...
E Rank in Swords required
1 Range
2 Weight
3 Might
100 Hit
5 Critical Hit
30 uses
Worth 480 Gold
From this, I'll decide a general class for you and distribute some base class points. Afterwards, I'll talk to you about points that you yourself may manually distribute. The stats and their effects are as follows:
HP - Hit Points. When this number falls to 0, you die. Possibly might make it so you instead withdraw from the chapter instead, with your EXP going back down to 0, but remaining on the same level.
Strength - Effects how much damage you do with physical weapons. Might make it so your strength also offsets weapon weight, akin to Path of Radiance, Radiant Dawn, Shadow Dragon and Mystery of the Emblem.
Magic - Effects how mmuch damage you do with magical tomes/how much you heal with staves and your success rate with status inducing staves.
Skill - Effects your general hit rate. Each point increases your hit rate by 2%, and two points in it increases your critical hit rate by 1%.
Speed - Effects your evasion rate. Each point increases your evasion rate by 2%. If you have 3 or 5 (number subject to change depending on how I balance this) more speed than the enemy, you may attack them twice.
Luck - Effects a variety of things. Each point increases your evasion rate by 1%, and your critical avoid rate by 1% as well. May also be used for certain other things in order to make it a better stat, though it's already pretty good.
Defence - Effects damage taken by physical attacks. Each point in it reduces physical damage by 1.
Resistance - Effects damage taken by magical attacks as well as resistance against status inducing staves. Each point in it reduces magical damage by 1.
Movement - Effects how far you can move. Base classes have 5 movement, promoted classes have 6 movement. Exceptions are mounted units such as Cavaliers, Troubadours, Pegasus Knights and Wyvern Riders who have 7 movement, and Thieves who have 6 movement.
Constitution (Maybe) - Effects how weighed down you are by weapons (if we don't go with the strength for weapons system) as well as who you can rescue. If your constitution is higher than another person's constitution, you may rescue them. If your constitution is above another person's constitution however, they may not rescue you. Rescuing units suffer a penalty based on the difference of constitution between the two units.
If this sounds complicated, I apologise, I'll be giving out specific formulas for every calculation I do though for anybody that asks for them. I'd like for us to decide on which formulas to use, though. We can go with the GBA FE games' formulas, the Path of Radiance/Radiant Dawn formulas, the Shadow Dragon formulas (do not recommend these, nobody can dodge well) or the Awakening formulas. If we go with PoR/RD formulas or Awakening formulas, the stat caps will be raised accordingly. If we go with PoR/RD stuff, we might even get 3rd classes in here if we get this going for enough time.
Base classes have a cap of 20 in every stat, and those caps will be raised depending on which class you promote into. So far, some class trees off the top of my head are...
Lord (If I include this, is everybody going to pick it, or are we going to RNG for this?) - Great Lord, Blade Lord, Grandmaster, something?
Cavalier (Swords, Lances. If we go with FE9's classes, we could make it so you begin with one type and pick another weapon to be able to use after promotion? This means axes as well as bows.) - Paladin or Great Knight
Archer (Bows) - Sniper or Ranger (Nomadic Trooper may be more familiar to some)
Mage (Proficient in one of the three parts of the Anima triangle, Wind beating Thunder beating Fire beating Wind) - Sage or Mage Knight/Dark Knight/both perhaps?
Myrmidon (Swords) - Swordmaster or Assassin
Fighter (Axes) - Warrior or Hero
Mercenary (Swords) - Hero or Ranger
Pegasus Knight (Lances) - Falcon Knight or Wyvern Lord
Wyvern Rider (Lances) - Wyvern Knight or Wyvern Lord (perhaps Griffon Rider if we want Awakening classes?)
Monk (Light magic) - Bishop or Sage or War Cleric
Troubadour (Staves) - Valkyrie or Mage Knight
Shaman (Dark/Elder Magic) - Druid or Summoner (Miiight make changes to the Summoner class)
Pirate (Axes, capable of walking on water) - Berserker or Warrior (Might actually have to make Warriors good in order to compete with how OP berserkers can get)
Brigand (Axes, capable of walking on mountains) - Berserker or Warrior
Knight (One of the three melee weapon types) - General or Great Knight
Thief (Swords, Daggers if we go with FE9/FE10 stuff) - Assassin or Rogue
We also might be able to work in other classes, just give me a heads up and I'll see if we can't work something out!
Everybody will get growth rates as well as base/promoted classes and stats as well. For instance, someone may choose to start off as a Cavalier. This person would have relatively balanced stats, more focused on physical things such as strength and defence whilst being weaker towards magic. Though if you so please, you may allocate your "bonus points" from character creation to your Resistance to offset that weakness, making you a good mage slayer. However, someone who has allocated their points to stats such as speed, strength or defence could probably take you down with noticeably less effort as a result. This is if we go with a sort of PvP system, though.
I also intend on making things more balanced, especially in terms of combat. Priests and Troubadours may attack with staves, though the damage output will not be very high in most cases. I intend on doing what Radiant Dawn did with certain enemies with staves, which was to give them 1 weapon might and relatively high crit rates. This means that they can still defend themselves against enemies with lower defences, but they still have the weakness of not being meant for the front lines. However, if you promote into something like a War Cleric, you would be able to equip Axes as well as Staves, so you would be much more capable of defending yourself.
Experience rates will most likely be somewhat akin to Fire Emblem: Awakening's, in the sense that healing units gain more experience from healing due to how long it'd take for them to catch up otherwise. This means that just using heal 4 times would allow a Priest/Cleric to level up. This is to make it so people who heal don't have to feel bad about healing. Yes.
Archers will also be able to defend themselves in close quarters if they have certain types of bows equipped, such as a Short Bow. Long Bows may also be used for 3 range advantages. Ballistae may also be used by Archers to ensure that they actually have some viability, though they will be limited in use.
Weapon durability is going to be a thing for most weapons, but I believe starting weapons such as Iron/Bronze equipment should remain permanent. Yay/Nay? Let me know.
I think I miiight've made things a bit difficult to follow for folks that aren't accustomed to Fire Emblem games, and if so I apologise. Please feel free to ask any questions you may have in PMs both on the forums or on Skype as well as just asking around here too.
I was also wondering if I should make it more cooperatively based, or if it should be more of a free-for-all... perhaps a bit of both? Groups that eventually clash? I was thinking that the general formula could go something like this.
1) Create a character
2) Intermission phase (Could RP here, I was going to do something akin to Eclipse's choose your own adventure with a bit more control on things though so we'd actually have a reason to make your characters go do things)
3) Actual battles (U WOT)
4) Back to 2, and repeat
For character creation, I was hoping to get a general description of your character as well as a weapon type you would like to use from the following: Swords, Lances, Axes, Bows, Wind magic, Fire magic, Thunder magic, Light magic, Dark magic and Staves. I may also include Knives/Daggers if people want them. Weapons have their own stats, with each category being better or worse at certain things. An example of this could be a Slim Sword. The stats on it would be as follows if we follow the FE7 stats for it, being...
E Rank in Swords required
1 Range
2 Weight
3 Might
100 Hit
5 Critical Hit
30 uses
Worth 480 Gold
From this, I'll decide a general class for you and distribute some base class points. Afterwards, I'll talk to you about points that you yourself may manually distribute. The stats and their effects are as follows:
HP - Hit Points. When this number falls to 0, you die. Possibly might make it so you instead withdraw from the chapter instead, with your EXP going back down to 0, but remaining on the same level.
Strength - Effects how much damage you do with physical weapons. Might make it so your strength also offsets weapon weight, akin to Path of Radiance, Radiant Dawn, Shadow Dragon and Mystery of the Emblem.
Magic - Effects how mmuch damage you do with magical tomes/how much you heal with staves and your success rate with status inducing staves.
Skill - Effects your general hit rate. Each point increases your hit rate by 2%, and two points in it increases your critical hit rate by 1%.
Speed - Effects your evasion rate. Each point increases your evasion rate by 2%. If you have 3 or 5 (number subject to change depending on how I balance this) more speed than the enemy, you may attack them twice.
Luck - Effects a variety of things. Each point increases your evasion rate by 1%, and your critical avoid rate by 1% as well. May also be used for certain other things in order to make it a better stat, though it's already pretty good.
Defence - Effects damage taken by physical attacks. Each point in it reduces physical damage by 1.
Resistance - Effects damage taken by magical attacks as well as resistance against status inducing staves. Each point in it reduces magical damage by 1.
Movement - Effects how far you can move. Base classes have 5 movement, promoted classes have 6 movement. Exceptions are mounted units such as Cavaliers, Troubadours, Pegasus Knights and Wyvern Riders who have 7 movement, and Thieves who have 6 movement.
Constitution (Maybe) - Effects how weighed down you are by weapons (if we don't go with the strength for weapons system) as well as who you can rescue. If your constitution is higher than another person's constitution, you may rescue them. If your constitution is above another person's constitution however, they may not rescue you. Rescuing units suffer a penalty based on the difference of constitution between the two units.
If this sounds complicated, I apologise, I'll be giving out specific formulas for every calculation I do though for anybody that asks for them. I'd like for us to decide on which formulas to use, though. We can go with the GBA FE games' formulas, the Path of Radiance/Radiant Dawn formulas, the Shadow Dragon formulas (do not recommend these, nobody can dodge well) or the Awakening formulas. If we go with PoR/RD formulas or Awakening formulas, the stat caps will be raised accordingly. If we go with PoR/RD stuff, we might even get 3rd classes in here if we get this going for enough time.
Base classes have a cap of 20 in every stat, and those caps will be raised depending on which class you promote into. So far, some class trees off the top of my head are...
Lord (If I include this, is everybody going to pick it, or are we going to RNG for this?) - Great Lord, Blade Lord, Grandmaster, something?
Cavalier (Swords, Lances. If we go with FE9's classes, we could make it so you begin with one type and pick another weapon to be able to use after promotion? This means axes as well as bows.) - Paladin or Great Knight
Archer (Bows) - Sniper or Ranger (Nomadic Trooper may be more familiar to some)
Mage (Proficient in one of the three parts of the Anima triangle, Wind beating Thunder beating Fire beating Wind) - Sage or Mage Knight/Dark Knight/both perhaps?
Myrmidon (Swords) - Swordmaster or Assassin
Fighter (Axes) - Warrior or Hero
Mercenary (Swords) - Hero or Ranger
Pegasus Knight (Lances) - Falcon Knight or Wyvern Lord
Wyvern Rider (Lances) - Wyvern Knight or Wyvern Lord (perhaps Griffon Rider if we want Awakening classes?)
Monk (Light magic) - Bishop or Sage or War Cleric
Troubadour (Staves) - Valkyrie or Mage Knight
Shaman (Dark/Elder Magic) - Druid or Summoner (Miiight make changes to the Summoner class)
Pirate (Axes, capable of walking on water) - Berserker or Warrior (Might actually have to make Warriors good in order to compete with how OP berserkers can get)
Brigand (Axes, capable of walking on mountains) - Berserker or Warrior
Knight (One of the three melee weapon types) - General or Great Knight
Thief (Swords, Daggers if we go with FE9/FE10 stuff) - Assassin or Rogue
We also might be able to work in other classes, just give me a heads up and I'll see if we can't work something out!
Everybody will get growth rates as well as base/promoted classes and stats as well. For instance, someone may choose to start off as a Cavalier. This person would have relatively balanced stats, more focused on physical things such as strength and defence whilst being weaker towards magic. Though if you so please, you may allocate your "bonus points" from character creation to your Resistance to offset that weakness, making you a good mage slayer. However, someone who has allocated their points to stats such as speed, strength or defence could probably take you down with noticeably less effort as a result. This is if we go with a sort of PvP system, though.
I also intend on making things more balanced, especially in terms of combat. Priests and Troubadours may attack with staves, though the damage output will not be very high in most cases. I intend on doing what Radiant Dawn did with certain enemies with staves, which was to give them 1 weapon might and relatively high crit rates. This means that they can still defend themselves against enemies with lower defences, but they still have the weakness of not being meant for the front lines. However, if you promote into something like a War Cleric, you would be able to equip Axes as well as Staves, so you would be much more capable of defending yourself.
Experience rates will most likely be somewhat akin to Fire Emblem: Awakening's, in the sense that healing units gain more experience from healing due to how long it'd take for them to catch up otherwise. This means that just using heal 4 times would allow a Priest/Cleric to level up. This is to make it so people who heal don't have to feel bad about healing. Yes.
Archers will also be able to defend themselves in close quarters if they have certain types of bows equipped, such as a Short Bow. Long Bows may also be used for 3 range advantages. Ballistae may also be used by Archers to ensure that they actually have some viability, though they will be limited in use.
Weapon durability is going to be a thing for most weapons, but I believe starting weapons such as Iron/Bronze equipment should remain permanent. Yay/Nay? Let me know.
I think I miiight've made things a bit difficult to follow for folks that aren't accustomed to Fire Emblem games, and if so I apologise. Please feel free to ask any questions you may have in PMs both on the forums or on Skype as well as just asking around here too.