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Zerxen

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Everything posted by Zerxen

  1. I really dig this topic, Von. It is a shame that this forum doesn't get more posts where the user shares their class tree with illustrations; it really adds on to the creative aspect of the work and we get to see a glimpse of your imagination which is a big bonus. Anyways, when you made these classes, did you ever have growth rates and maximum stats in mind? I see Pokemon fans assign base stats to their "Fakemon" and I don't really see FE fans do the same with their OCs unless they are making a hack.
  2. I suppose we're both at fault here, one way or another. In regards to the story, I am not quite sure. I would like for it to have some sort of political intrigue behind it while covering the effects of war on people, for better or for worse, with the trope of external forces corrupting people being absent. To clarify, I would like to see the protagonist to intially be arrogant, growing considerate and sympathetic as the plot progresses while some characters, once decent people, partake in morally questionable acts out of distress. Of course, that leaves the Fire Emblem as a plot device and I am not sure how it should exist. I would also like to see a story that involves themes of alliances and trust. For instance, there could be a nation that holds too much political power and all the neighboring nations form an alliance to overthrow its leader. The alliance proves to be unstable due to conflicting interests- no idea how to continue that. To sum up, there are so many story and thematic concepts I'd like to see in a Fire Emblem game and various unused settings IS can use besides Medieval Europe. Deep down, I feel that I can settle for anything as long as the game has its own identity that sets it apart from other games while maintaining decent story telling and legitimate characterization. A unique sense of identity, good lore, and balanced gameplay would suffice for my ideal FE.
  3. I have yet to play Echoes, could you please elaborate on the Arts system? That actually sounds great. Could provide for some interesting gameplay.
  4. I am going to be perfectly honest here: I am not certain that I want to create an entire game. When I started this topic, I was trying to outline my visions for an ideal FE game I would make. I was trying to share my ideas and concepts and get feedback on it to see how balanced it sounds (I wanted a game to be as balanced as possible). After receiving some feedback and potential ideas from others like you, I would maybe try to learn how to hack, assuming I had the time to do so. I do not currently have time now, but I was intending on saving this topic for myself and use the information here in the near-future. I apologize if I got your hopes up but the truth is that I do not have genuine ambition for building a game. I mostly wanted others to critique my ideas for a hypothethetical game. I unknowingly left out the hypothetical part and neglected to mention it up until this point.
  5. Can I hear more ideas from you for either of the pitches? Even if the game may not get made, it is still fun to fantasize and brainstorm gameplay ideas (possible mechanics, classes, character ideas, anything). And yeah I do realize GBA hacks are more commonplace so FE5 hacking is a big challenge, though I don't think it is impossible.
  6. I find it a little unfair for proc skills exist based on RNG; it is hard to strategize against because it is all based chance, though I will admit the same could be said for critical hits. I had this idea where there could be a sort of skill gauge for proc skills like Sol. Every time a unit initiates an attack, they have a chance of filling in a gauge, equal to their skill stat (a unit with 20 Skill has a 20 percent chance). When the gauge is filled, the unit can activate skills. Not sure if this is great since enemy units most likely will not live long enough to fill in the gauge. In addition, the whole idea is still based on RNG.
  7. The more I think about it, I was more pleased with the idea of my original pitch. I like the idea of Peprean officials recognizing the crew's influence in the tide of war so an alliance could be forged between the groups, with Peprean soldiers joining the crew and justifying the prescence of cavaliers, pegasus knights, clerics, etc as playable units. I also like the idea of the Fire Emblem being stored within Edrain and the crew stumbling upon it during a battle with Shackleton. The chapters in the game can take place on islands and fortresses so I suppose boat maps don't have to be dominant. Problem is, I do not know how to make a rom hack of Thracia's engine.
  8. I am currently in the process of crafting together characters and names for nations/kingdoms for the game. I have a rough draft of the story but I will be honest, it is quite generic for FE, basically involving nation A attacking nation B and a war ensuing. My initial pitch for Pirate Emblem the story involved a crew of seafarers on the hunt for the divine treasure known as the Fire Emblem. While stopping by a port belonging to Peprea, they are receive word from the locals that Shackleton, the newly appointed Emperor of Edrain, plans on launching a wide scale attack due to tensions with Peprea over resources. Shackleton was a former crewmember years ago, scurrying off one day with the ship's treasures in order to rise in the social hiearchy, eventually finding himself ruling Edrain. The crew, bearing a grudge against Shackleton, decide to bear arms against Edrain and protect Peprea.The lord of the story would be the crew's captain, an arrogant man who slowly grows sympathetic towards others as he witnesses the hardships of war. The gameplay of Pirate Emblem would be reminiscent of Thracia 776, providing the player with limited gold and reintroducing the capture mechanic. Because the main characters are pirates, they practice stealing from the enemy's inventory, using captured weapons for battle or selling them for funds. The player's decision to capture a boss unit would affect the story and unlock potential gaiden chapters. Though I liked this pitch, I am quite unsure how to make a rom hack of Thracia's engine. In addition, I did not know how to implement Mages, Clerics, Cavaliers, etc into a pirate setting. I also hate boat maps.
  9. I like your ideas and thanks for the feedback. When I said Monks, I referred to the GBA ones, intending to bring back Light Magic and gaining staff use upon promotion.
  10. Bow Emblem? That just makes bow-wielding units abundant. Gonna have to rework my system since I can't forsee branching and weapon locking coexisting. EDIT: New idea, what if Cavaliers were sword-locked? There's already lance and axe mounts (Pegasus and Wyvern Riders respectively). Promotion to Paladin and Great Knight gives Lance and Axe access respectively. Knights could be the class to wield two weapons and get the full triangle as Generals.
  11. We meet again. Anyway, I like your ideas for the branched promotions though I am a little bothered there isn't a Lance and Bow mount. I guess weapon specialization doesn't go with branching since there will be an abundance of classes, making the tree too much of a mess. Most likely, I will just lancelock cavaliers and knights or just stick with your idea.
  12. Not sure if this is the right place for this topic but whatever. I am planning on making a hack and I intend to nerf cavaliers (found them to be OP with their high movement and Sword and Lance access). I decided on separating cavaliers according to weapon specialization, giving them another weapon at promotion. Problem is, I am trying to implement branched promotions and I do not know how to go about it. Additionally, I intend on separating Knights as well and giving them the full triangle when promoted to Generals. I thought this would be balanced since Generals have low movement and speed, though I need an idea for an alternative promotion.
  13. Do you intend to make your own game with this class tree, or did you make this for yourself and decided to share it? When I am bored, I love brainstorming thoughts for a Fire Enblem game such as character and character names, mechanics, growth rates, etc.; your class tree reflects the type of ideas I get.
  14. This is a really creative class tree and while I am not too fond of weapon and magic hybrid classes, I find it great how you've managed to weave them in. This is so much better than the one I made.
  15. Anyone familiar with Wisecrack's Thugnotes series from YouTube? This topic reminds me of that, this was some Grade A quality writing, my friend.
  16. Agreed. I liked Elibe personally, but those games stand well on their on even by today. FE4 is really outdated and it would be pretty rad to see them remade. The fact that it started the marriage system makes it even better, appealing to those who played Awakening and Fates for the "waifus".
  17. Would you predict it to look like something akin to the Tellius games where maps and sprites are in full 3D? Or something reminscent of the 3DS era where it is a mix of 3D graphics and pixels?
  18. http://nintendoeverything.com/fire-emblem-echoes-shadows-of-valentia-director-on-the-name-wants-to-remake-binding-blade-the-most/ Something to consider...
  19. To be fair, I do not think half the characters in the entire series are meant to face large-scale wars at all. A vast majority of FE characters are rather young and shouldn't have too much combat experience. And yes I do agree that a good chunk of Awakening and Fate's cast are rather one-dimensional, especially when compared to older titles. Overall, I can agree that quality of writing stems not from the scale of the conflict, but how the writers go about introducing it. Remember the narration that happened between chapters in older titles? If the 3DS games had that, the quality of writing, especially for Fates, would have significantly improved. Seriously, that needs to come back; no idea why that was taken out.
  20. I intend to make my own fangame sometime in the future (debating whether it should be a hack or not) and am currently brainstorming various ideas for gameplay. I intend on making the game as balanced as possible and some ideas I had include the following: -Mounted units nerfed by being weapon locked until promotion as well as having a slight movement penalty in indoor terrain. -No reclassing but branched promotions a la Sacred Stones. -Automatic promotion upon reaching Level 21. but items will exist that can induce early promotion. -Skills are learned upon levelling up like the 3DS era games, but various characters can utilize skills from other classes by having them as personal skills (i.e. Myrmidon having Gamble). -Hidden weapons present, but nerfed in terms of might and exist mostly for debuffing stats. -Light magic making a comeback and tomes existing to buff a unit's stats whereas certain Dark Magic tomes debuff in contrast. -Weapon durability making a comeback; broken weapons repairable similar to FE4. -Different chapter objectives ranging from Seize, Escape, Defend, etc. Unique chapters like stealth missions and having the Lord seize multiple points in the map will exist. -Two different Lords exist, one of which utilizing Dark Magic. -Griffon riders from FE13 making a comeback (I wanted a sword-flier to parallel Wyvern riders and Pegasus Knights). Since Pegasus Knights have higher Speed and Res whereas Wyvern Riders had higher Strength and Defense, I envisioned Griffon Riders as some sort of jack of all stats type of class. Since Griffon riders were mostly a support unit, I thought of a skill where they maintained their Skill and Speed stats while carrying a unit in favor of them having debuffed Defense and Res. -Removal of pair up, return of rescue. -No rally skills or statboosters. I included the class tree below: I was thinking of adding a Raider class that uses Axes and have them promote to Marauder class, gaining a mount and Bow usage, though I realized that there would be too much Axe users in this tree in comparison to Sword and Lances and I am not too sure how to implement them to Cataphracts. Had this stayed, it would have served as an alternative promotion for Nomads. -I also thought about adding a Diplomat class for the non Dark Mage Lord that would eventually promote to Ambassador, no idea what weapon I would give but I wouldn't give it Sword out redundancy. I was thinking perhaps Lance. -ATM, I do not know how I can implement Monks to this class tree. I want unisex classes to exist but at the same time, I do not want Monks to share the same line as Cleric. At the same time, I do not know what I could place as an alternative promotion for Thieves as Dancer is the only other class to use Hidden Weapons. Someone please critique these ideas.
  21. So basically it isn't at full power unless the MC uses it? I like the idea, but I don't know how it could work lorewise.
  22. Most FE games feature a relatively simple plot where Nation A conquers Nation B, only for it to escalate into a scenario where a higher being (usually a dragon) endangers the world. Would writing benefit if the conflict for future games had been more personal and were toned down to being more of a national crisis where the characters did not have to save the world and simply had to save/protect their country? Of course this does not mean that stories have to be perfectly realistic, you could still have factors such as dragons and magic be part of the world building process but not have the whole plot revolve around them.
  23. I like the idea of having some sort of Sword flier to parallel Pegasus and Wyvern Riders. And didn't Wyvern Lords use swords in earlier games? Now that you mention it, yes. Duly noted. I liked Outlaw's name more, but Thief sounds more fitting. Now they can! Yeah, I thought so.
  24. I am posting this mostly for myself, though I would like others to give me some feedback on how this class tree would play out if it were hypothetically used for a game and how I can edit it. Just some notes: -I nerfed mounted units by having them weapon locked in their base class. In addition, they would have a movement penalty indoors by 1. -No reclassing. -When I unit reaches level 21, he/she instantly promotes. The promotion is split like in FE8. -Units learn skills as they level up, but because there is a lack of reclassing, their skill sets are ultimately tied to their class. Personal skills work like in FE4 so a unit who happens to be a gambler can have the Gamble skill despite being a Myrmidon totally not Josuha. -Hidden weapons are nerfed in terms of Might and exist mostly for debuffs. -An asterisk * means that I do not know what to add for their alternative promotion -Assume that the classes without quotations are weapon locked or use the same weapons they used in past FE games. -Some Dark Magic debuff stats. I was thinking of bringing back Light Magic and making them focus on buffing stats to counter Dark Magic but I don't know how to make a proper class tree for them. -I was thinking of adding a Raider class that uses Axes and have them promote to Marauder class, gaining a mount and Bow usage, though I realized that there would be too much Axe users in this tree in comparison to Sword and Lances and I am not too sure how to implement them to Cataphracts. Had this stayed, it would have served as an alternative promotion for Nomads. -I also thought about adding a Diplomat class for one of the Lords that would eventually promote to Ambassador, no idea what weapon I would give but I wouldn't give it Sword out redundancy. Sword users -Mercenary <-> Hero or Bow Knight -Myrmidon <-> Swordmaster or Rogue (uses Swords and Hidden Weapons) -Cavaliers (Mounted sword users) <-> Paladin or Great Knight -Guardian (Sword armors) <-> Templar (Uses Swords and Lances) or Great Knight (Uses Axes,Swords, and lances) -Griffon rider (Flying sword units) <-> Griffon Lord (uses Swords and Axes) or Wyvern Lord (Uses Axes and Lances) Lance users -*Soldier <-> Halberdier -Knight <-> General or Great Knight -Pegasus Knight <-> Falcon Knight (uses Lances and Swords) or Kinshi Knight (need a new name for this; maybe Phoenix Knight?) -Highlander (Mounted lance users) <-> Duke Knight (Uses Lances and Axes) or Paladin Axe users -Fighter <-> Berserker or Hero -Barbarian <-> Warrior or Berserker -Wyvern Rider <-> Wyvern Lord (uses Axes and Lances) or Griffon Lord -Sergeant (Axe Armors) <-> Lieutenant (Uses Axes and Swords) or General -Cataphract (Mounted axe users) <-> Great Knight or Duke Knight Others -Archer <-> Sniper or Kinshi Knight -Hunter<-> Bow Knight or Warrior -Thief (uses Hidden Weapons) <-> Rogue -Dancer (uses Hidden Weapons; does not promote) Magic users -Mage <-> Sage or Mage Knight (Uses Anima Magic and Swords) -Shaman <-> Sorcerer or Mage Knight -Cleric <-> War Monk (uses Staves and Bows) or Sage -Troubadours <-> Valkyrie or War Monk
  25. Well regardless, cavaliers are consistently broken. Would locking them to a single weapon before promotion be sufficient enough to balance them? I haven't played enough of the Tellius games so I don't know the full extent of their usefuness.
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