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illegal knight

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  1. If I allowed to made my type of FE games, I would made the 'irregular' total war: both army and naval warfares in the world of Fire Emblem. The navy potentials isn't even use yet and I will give the small example setting including the basic backgrounds and all classes from this. The naval classes, beside their HP, Luck, and Res, they overall has slightly weaker stats than their army's counterparts. ---------------------------------------------------------------------- Introductions. The Archipelago of Nomesia Kingdom which located on the southeast of the main continent was rarely involved in the conflicts of countries on the mainland. The kingdom provides unique agriculture, fish, and seafood as the main comodities for the continent. The Kings of the country distinguished as the expert mediators between conflicted countries in the continent and the country's forces often invited to join the military excercises and war games of the united countries. And this time, the country also invited with the entire main fleet. The King with minister of defense and the admiral as his retainers also invited to join the massive military excercises for several weeks. Prologue 1 : The end of the alliance. Dying officer : "...my liege... I must...reporting... The invitement was only a trick... all allied nation fleet attacking our fleet with live magics and thunder arrowspates while our fleet just equipped with mocking magics and training arrowspates... our entire fleet has been anihilated.... The King, minister, and the admiral has been fallen... forgive us, my liege... they...they are coming here...please...plea-" *died* Queen : "What? It can't be...." Garth : "...brother...ugh... no! It's no time for mourning! Enemies at front of our gates! My liege! Please give us orders!" Queen : "You are right, Admiral! We must protect our people. Admiral! Go to the Prince Erion room! He is still studying now. Take him out and accompany him! I must greet our "guests"!" Garth : "Yes, my liege! I'll accompany you after I take the prince!" On the port, enemy's massive fleet and forces landings at the northern map. The map separated with horizontal wall on the middle. Queen : "Brother Elgorn!!! What are you doing??? Are you lost your minds???" Emperor Elgorn : "The time has come, Elga! I'm awaiting this change for so long." Queen Elga : "Why you did this? Emperor Varken!!! King Argorm!!! Why???" King Argorm : "This kingdom has the legendary weapon, the 'Fire Emblem' which sealed here more than one thousand years. All of our prophecy said that the wielder of 'Fire Emblem' will come and conquers our continent. We demand you for entrust the 'Fire Emblem' to us!" Emperor Varken : "We must admit, that for the long time, we 'respect' Nomesia Kings not because their diplomatic skills but because we fears that someday, one of them will use the 'Fire Emblem' for threatening us. Thanks for that thing, now we able to ends our wars and focus to your kingdom as our enemy altogether." Queen Elga : "What? You believe that myth? Brother! You killed your own brother in law... your own nephew's father...my lover!!!" Emperor Elgorn : "I used your love for that man with stinky outfits for this plan for so long. I never admit that he was my brother at all. 'Close to your allies, but come to your enemy closer'. Thanks for him that now we all able to build our warfleets and trains our crews. You are just merely pawn, Elga! My pawn! Now I will claim your son's life!" Queen Elga : "That will NOT happened!! Seal the gate!!" The marine-mages destroys the door of the separating wall, those make the wall ruins sealed the way. At the southern map: Garth : "My liege! What have you done???" Erion : "My Queen...no...Mother!!! We come to help you!!!" Queen Elga : "I command you to accompany Prince Erion to the Irisia, Admiral Garth! That's my last order for you! And...my son... please forgive your foolish mother... you are this country's hope now... please go! Take your ancestor's legacy (Fire Emblem) as the proove of your divine blood to them and save your people with your friends!" --------------------------------------------------------------------- Battle started! Player's force: Erion. Lord. Lv.1. Reginleif. Garth. Serpent Knight. Lv.1. Bone sword. Bone lance. (Seth type) NPC force: Elga. General. Lv.1. Bone lance. Bone axe. Several unpromoted Lv.6 classes (since the main forces has been anihilated) Enemy's Force: Elgorn. Conqueror. Lv.4. Prf.sword Varken. Conqueror. Lv.4. Prf.tome Argorm. Conqueror. Lv.4. Prf.bow Massive various Fire Emblem's promoted classes with Lv.1-3 with steel rank weapons, mend, and elfire on the northern map. Several Lv.1 cavalier and mercenaries on southern map. Mission objective : Erion and Garth must reach the very south of the map while the Queen's forces holds the enemies before both player units overroded by enemy's flier units from the northern map. After reach the very southern map, they ambushed by enemy's officer and his men (Event like FE-SS). Ruthless Paladin Lv.4 : "Well, well. It's looks like I got big fishes! My lucky day, I guess?" Garth : "Get back, young liege!" Battle event : Paladin : "I'm Aston the famous and strongest alliance commander! Your puny lance is no match againts mine!" Garth suffers massive damage and his HP only 11 left while his counterattack missed. Garth : "ugh..." Garth take the prince and rode his steed across the water to outer southern map. Aston : "Well, too bad my horse unable to crossing the water. Maybe it's not my lucky day yet...hehehe." Different than previous FE games, the avatar joins the Lord after prologue. The avatar (captain) is not from nobility or royalty, but from lower house family officials. He/she doesn't interest with political educations, instead he/she joins the military academy. The avatar is a talented military cadet as the rarest prodigious naval officer candidate. His/her father was the minister who accompany the Lord's father before and he/she is the childhood friend of the Lord. And they journey and battles begins untill he rebuild his forces and ends the wars. Because the 'Fire Emblem' which carried as the family's heirloom, the prince goes down from a royalty into a fugitive. Even he doesn't understand why the 'useless' thing in his hand made he lost his family, but at the story goes on, he will learns the truth about it. ------------------------------------------------------------------------ Gameplay. On the initial chapters, the Lord's unremovable personal Skill is just a "?????" things without any descriptions. In other words, the Lord doesn't have any personal Skill at first. After chapter 10 or more, he got his warship and this is the gameplay : The ships (enemy or player) will serve as mobile floor-tiles on the massive water-tiles (sea). The ships are only able to move to front with little swiping to left of right positionings and unable to move to the shores / lands, or overrides other ships. If want to move faster to left, right, north, or south, the ships must change the direction the the bow first (ref.: Gundam G Generations warship's movements on the late-instalments). The units on water which overrodes by the ships didn't perished or suffers any damages, but just became stands on the ship's floors. Except for "Rafts". All overidden Rafts would be instantly destroyed by both ally's or enemy's ships. Ship's HPs are 500, movement 3, and weapon range 5-7 from the "firing spot", and all stats 0 (unable to targetting ally's ship even there's enemy's units on board). The warships are unrepairable or unrestoreable until the end of battle chapter. Ships only able to be damaged and destroyed by the ship's armaments or by Raft's weaponries. A warship (ally's and enemy's) requires 3 crews to be fully operated : a Pirate, a Marine-Archer, and a Marine-Mage (promoting them will improving the performances, but promoting them into the naval knights would made them unable to operates the ship). Pirates (Berserkers and Corsairs) as the "helmsmen" crews improves the ship's HP by 500 + their current HP, movements by 3 + (Spd/4), and their Def stats also becomes the ship's Def. Marine-Archers (Marine-Snipers) as the "gunner" crews give physical damage dealt of the thunder-arrowspates attack by their current Str stats and improves the ship's max.weapon range by 7 + (Skill/4), and accuracy also fully depends on theit fully Skill stat - if wants to hit enemy's units instead than their ships. Marine-Mages (Aqua-Sages/Druids) as "weapon" crews adding "magical" attack with their current Mag stat to the thunder-arrowspates which serve as "ammo", their Luck and Res stat becomes the ship's Luck and Res. Ship's attacks are able to performs critical hits. Note: their land-counterparts are unable to becomes the ship's crews. The warships also provides transports to the ally's units land counterparts and when both the ally's and enemy's ships "collided", they will able to aboardage the enemy's ship as well. While non-flier units which unable to enter water tiles stucked on water tiles by lost their current ship which they aboards, they will unable to move and suffers "drowning" (reduce 50% HP each turn). Back to the Lord. After scripted scenario, by the 'Fire Emblem', the Lord's personal Skill uncovered and becomes "Summon Battlefleet" which able to "resurrects" an ally's sunken warships with full HP on his current position (only works on water tiles which large enough to 'contains' a ship). The example 'ship' on the map tiles : XXX ---------- The ship's bow. XXXXX XXXHXXX ---- Helmsman mounts XXXFXXX ----- Firing spot. XXXGXXX ---- Gunner mounts XXXWXXX --- Weapon mounts XXXXX The crews operating the ship just by 'mounts' on the ship's each mounting spots. Any part of the ship which got hit will reduce the ship's HP including the unit/crew who stands or mounts there if got hit. If any enemies aboard the ship, the crews able to dismounted from their positions and attack the enemies as regular units, but it affects the ship's performances. The ship's attack provides the exp. and weapon exp. to the crews no matter hit enemy's units or ships. The ship which targetting the manned Raft cannot destroys the Raft but able to defeated the unit who operates the Raft. The manned Raft which overrode by the ship only lost the Raft, but the unit who manned the Raft before becomes aboarded on the ship. Defeated an enemy unit give to all 3 mounted crews full exp.as one unit kills one enemy. When successfully sunk the enemy's ship, they got 180% exp. The Captain (or dismounted Commodore) as an avatar class is unique class since the class able to aboard as any crew-type when needed, but the Lord which able to ressurecting ally's warship is unable to crew any warship. ------------------------------------------------------------------------- Long story short : After scripted chapters and the Lord has been promoted, including avatar, he finally knew the true power of 'Fire Emblem'. The 'Fire Emblem' empowering all the allied warship's rune-engines just by touching them with it. The warships 'evolved' and now able to float and overrode the lands. Each warship's 'wooden' hulls becomes Orichalcum with basic powers becomes HP 800, weapon range 5-9, movements 5, restores 20% HP each turn for all ally units who aboard them, have 'catapult' : adding movement +2 for each allied-units who take-off or get-off from the ship at beginning of the turn, and able to resurrected by the Sea Lord when allied warship destroyed. After destroying the entire enemy's fleets, the Lord and his allies attacks the main continent and defeated both enemy's empires and kingdom. The 'Fire Emblem' wielder finally conquered the continent, and fulfilling the prophecy. ----------------------------------------------------------- Sorry for the long post. No no no.... there's no Demon God or Dragon Boss for final chapter. And no paralogues for met the children units! Base gameplay are FE16.
  2. Most of those Skills were already existed in the World of Fire Emblem. You only renamed it with the Final Fantasy's version.
  3. AMAZING? Really? Let me see... 1. Haste...spd +5 for 1 ally? Nah! Unecessary! Rally Spd has been exist : +4 spd for more than 1 ally at once. Much more usefull than "haste". 2. Rasp... reduce wpn durability... I see... good for bossbusing. And prepare the extra cost for repair or rearms since the enemy unit will also have it. 3. Vanish....WHAT??? One turn cannot be hit??? Whoa!! It's just isn't only "amazing" idea, but you just aiming your own gun to your own head! Because how can you able to face the massive numbers of enemy unit with that "amazing" skill? By "amazing dispell"? Final Fantasy has phoenix down, etc, Fire Emblem is not! Turn-the-chessboard-over, sir!! Then you will understand. 4. Quick. Not necessary at all. Bard/dancer/songstress still able to do their job. Beside, Galeforce Skill also work so well. 5. Delta attack... most important what? Delta attack need 4 men with critical damage only, while Fire Emblem's Triangle Attack by 3 same Skill-users has basically dealt more than critical damage + able to critical. By fully respect, sir: did you even really played Fire Emblem?
  4. While in the middle of battle, when the start of player's turn, a witch-class generik messenger teleported to the Lord and reported that "My Castle" has been surrounded by massive numbers of enemies. The castle's defenders has been very outnumbered as the report. The Lord and the allied force are unable to retreat from the crucial battle, so the Lord forced to gave orders to the messenger. You are the Lord! Choose wisely! note: Special poll for everyone who seek extra difficulties on Fire Emblem installments. If not strong enough for this poll, then no need to push yourselves!
  5. The country which exist as an archipelago kingdom in the World of Fire Emblem where the navigation skills and the naval or marine warfares exist as the stories / backgrounds. The oceanic cultures which may have friendly symbiotic mutualism between people and mythical marine biota may developed the military of the respective kingdom. Good relationship between human and the sea creatures like the marine dragons, marine birds, sea serpents, orcas, dolphins, sharks, whales, giant squids, seals, and the massive numbers of giant turtles helped to improved the kingdom's forces. The navy and marines protecting kingdom and all marine biota there including giant turtles, and the giant turtles provide kingdom's need for military : the weaponries and armors! Giant turtles remains those must died by old age (if not, it didn't provide any defense because it becomes fragile), "crafted" into military armors. Even not so sturdy as steel, but it has better Res and still durable enough for protects the wearer to withstands any hostile punishments without worry about drowning, despise the weight. The sharp bones were very durable and able to crafted into weapons. Many of the soft tissues were able to crafted into sheets those used for military uniform and the pages of tomes. Their outfits aren't different with their land-counterpart army members. Smell fishy? Obviously! The weapon which not from the giant turtle remains are only bows and staves. They made from special wood those exist in the kingdom's lands. (Since the weapons made by the animal remains and special wood, those weapon's durabilities are unrestoreable / unrepairable.) The classes, weapons, and Skills are basically almost the same. The different is, these classes are amphibious units those operates both land and water counterpart than the regular Fire Emblem classes and able to aboardage the ships (if exist). Below are the list about the forces of Army - Navy counterparts : Royal Admiralties. Lord (marine type). Squad type : elite-infantry-swimming marines. Tactician - Captain. The marine-type Tactician class. Squad type : elite-infantry-swimming marines. Sea Lord. Promoted Lord. Rides the unique scaled-type winged plesiosaurs-like creature. Flier. Winged Shield (innate). Squad type : giant-razorbill-riding sailors. Grandmaster - Commodore. Promoted Captain. Rides the unique larger scaled-type plesiosaurs-like creature. Dismountable. Beast Shield (innate). Squad type : saltwater-crocodile-riding seamen. Royal-Sailor ranks (squad type : giant-razorbill-riding sailors). Wyvern Rider - Drake Knight. Rides the smaller-type winged plesiosaurs-like creature. Wyvern Knight/Lord - Dragon Knight. Rides the winged powerful sea dragon. Innate : (Active) able to summon a Mystic Raft to an adjacent water tile. Cannot be unsummoned. Only one summoned Mystic Raft per chapter for every Dragon Knights. Mystic Raft's movements 8. "Drove" by unmounted Serpent Knight. Only able to moves on water tiles. Malig Knight - Wyrm Knight. Rides the winged magical sea wyrm. Innate : (Active) "install" an ally's adjacent Mystic Raft to become Rune Storm Raft. Cannot uninstalling. Unable to install the Mystic Raft that already installed. Only once installing the Rune Storm per chapter for every Wyrm Knights. Rune Storm Raft's attack range 3-10, "operated" by unmounted Storm Knight. Pegasus / Sky Knight - Seagulls Knight. Rides the giant seagulls. Falcon Knight - Albatross Knight. Rides the giant albatross. Innate : (Active) "install" an ally's adjacent Mystic Raft to become Healing Wave Raft. Cannot uninstalling. Unable to install the Mystic Raft that already installed. Only once installing the Healing Wave per chapter for every Albatross Knights. Healing Wave Raft's works with same manners of Fortify, "operated" by unmounted Wave Knight. Kinshi Knight - Osprey Knight. Rides the giant osprey. Innate : (Active) "install" an ally's adjacent Mystic Raft to become Ballista Raft. Cannot uninstalling. Unable to install the Mystic Raft that already installed. Only once installing the Ballista per chapter for every Osprey Knights. Ballista Raft's attack range 3-10, "operated" by unmounted Arcus Knight. Dark Falcon - Dark Osprey (DLC only). Royal-Seaman ranks (squad type : saltwater-crocodile-riding seamen). Cavalier - Aqua Knight. Rides the plesiosaurs-like creature. Dismountable (movement 5 both land and water). Movement 7 on water tiles. Movement 4 on land tiles. Paladin - Serpent Knight. Rides the larger-type and fastest plesiosaurs-like creature which 'evolved' it's fins-like into finned solid legs. Dismountable (movement 5 both land and water, able to mounts and moving the unmounted ally's empty or "installed" Mystic Raft). Movement 10 on water tiles. Movement 7 on land tiles. Great Knight - Hydra Knight. Rides the heavy-armor scaled type plesiosaurs-like creature which 'evolved' to have multiple heads and it's fins-like into finned solid legs. Dismountable (movement 5 both land and water). Movement 8 on water tiles. Movement 6 on land tiles. Troubadour - Clergy Knight. Rides the smaller-type plesiosaurs-like creature. Dismountable (movement 5 both land and water). Movement 7 on water tiles. Movement 4 on land tiles. Mage Knight / Strategist - Wave Knight. Rides the smaller-type plesiosaurs-like creature which 'evolved' it's fins-like into finned solid legs. Dismountable (movement 5 both land and water, able to mounts and use unmounted ally's Healing Wave Raft). Movement 8 on water tiles. Movement 6 on land tiles. Dark Knight - Storm Knight. Rides the armored smaller-type plesiosaurs-like creature which 'evolved' it's fins-like into finned solid legs. Dismountable (movement 5 both land and water, able to mounts and use unmounted ally's Rune Storm Raft). Movement 8 on water tiles. Movement 6 on land tiles. Ranger / Bow Knight - Arcus Knight. Rides the plesiosaurs-like creature which 'evolved' it's fins-like into finned solid legs. Dismountable (movement 5 both land and water, able to mounts and use unmounted ally's Ballista Raft). Movement 8 on water tiles. Movement 6 on land tiles. Royal-Marine ranks (squad type : elite-infantry-swimming marines). Armor Knight - Marine Knight. General - Marine General. Myrmidon - Blade Marine. Swordmaster - Blademaster. Mercenary - Privateer. Hero - Corsair. Sea Priest/Priestess - Marine Bishop Fighter - Pirate (yes, let the old pirate class replacing the fighter class!) Assassin - Frogman. Villager - Fisher. Spearfighter - Coast Lancer. Spearmaster - Marine Lancer. Sage - Aqua Sage. Druid - Aqua Druid. Lodestar - Star Lord (back to original class-name, but now have no terrain reduction movement on water-tiles. DLC only). Soldier - Mariner. The others are literally the same. The different is, all of them are marine-type that have no movement penalties on water tiles. Just give suffix "marine-" on the front of their classes. Example : marine-archer, marine-mage, marine-sniper, marine-sorcerer, etc, except Berserker, Thief, and Rogue (just remove their water-movement reduction and it already done!). Royal Support and Auxilliary Force (have no squads but very usefull and powerful units). Songstress - Mermaid (yes, the actual mermaid who able to transforms into fully human form). Beastman : Zard. Amphibious shapshifter which has the form of lizardmen. Manakete - Oceanid Manakete. *************************************** Note: only two DLC class may exist, since others are much less useful. Still create-a-class, but now for archipelago countries in the World of Fire Emblem.
  6. Uncohesiver. When battle, nullifies the enemy's support-effects on pairing-ups enemies.
  7. Thanks for your response. The "machine" in Fates as the Ballistician isn't canon things, but just DLC features. So the "machine" isn't truly exist. Some resources has a theory about those 'engines' in Fire Emblem lately aren't actually engines since it believed those things were technically works by magical devices (because the 'special fruits' for operating them has been extinct), including the 'robot' thing in 3H, so it would never be able to performed so well as the real mechanical things that should to be (so we could called them "false machines"). The Ballistician "cannon" doesn't actually firing gunshells, but massive numbers of spreading arrowspates. Beside, the SHOOTER (original name) or Ballistae / Ballistician was existed in the World of Fire Emblem before. In the World of Fire Emblem, guns will never be able to work totally balance with bows, magics, etc! Guns existancy in the World of Fire Emblem will make all weapons (including all classes) there becomes obsolete! Do you think the IS-team are never think about it? FFT is different than FE. FFT battle settings are much more complex than FE : In FE, the max regular attack ranges only 1-3 so far and never have AoE attack (only special wpn/mgc has longer rng) when FFT may able to 1-6 (both rng phy or mgc) on relatively smaller maps than FE. FFT have both AoE atks or supports as regular playwise, that's why guns or machineries (which armed with laser) are able to join the balance. Beside, FFT able to "self training" since has ressurecting features and friendly-fires, while FE unable has it because "real death as Tactics Ogre". FFT has 3 digits HP and FE only has 2 digits HP. From this differences, FFT able to has many various actions toward allies and enemies (including using guns with battle-skill/art-of-war), while FE unable to have those luxuries even tries with any balancing settings, so "advanced things" would drastically changing the story and playwise which made the FE becomes not-FE anymore, because allies and enemies would must be had those same features. FFT field/terrain effects works too differently on FFT and FE. FE maps larger than FFT maps, so mobilities are necessary things in FE than FFT. Wpn rng shoot more far on higher terrains in FFT while FE doesn't (and no need to explains about vehicles-vs-horses, or even 'machine' vs blade-infantries things, since I believed that everyone logically had already knew it so well). Some FE classes granted to wield multiple weapon types because the weapon-triangle rules but the FFT isn't, but FFT has various multiclass actions (same as example before : an Engineer/Machinist with Knight's skill as secondary actions), while FE only has equippable various Skills. So, even make only a special character who able to wield those "advanced things", it already crashing the balance in FE. So many reasons that too long to explains here but FFT and FE are different worlds, backgrounds, gameplays, etc. ----------------------------------------------------------------- Even we only creatively "making" FE classes here that might inspired by another games, we must imagine that we restrictly "lived" in the World of Fire Emblem only and not other "realms". Let every game "realms" has their own world and don't mix it up, since it has highly potential to change the "realm" itself. If only we granted so freely to create what we wants without any restrictions, dozen pages of this thread doesn't enough to contains my class-creations only. So, no need to proposing "evolution" or something that will change the game itself, except if you want to totally change the respective game including changing game-titles as well. Gun is still a gun and machine is still a machine even it would be made to looks so 'medieval' things. Small example : The existancy of the Ragnarok Spaceship in the FF8 were enough to enrages FF-players since it must be never exist in the world of Final Fantasy. Just general suggestion : when we create class, think about "turn the chessboard over", that means we can't make the class too OP since the class we made would be also the enemy's class as well. Beside we also must think about how those the classes may affects the base of stories, backgrounds, playwise, and balance. ---------------------------------------------------------------- And about your Wizard thing, it's the interesting class and fits in the World of Fire Emblem. Allow me completing the class for you. Wizard. The male counterpart of Witch. Use the Guiding Seal to reclassing any male unit into the respective class. Same stats, movements, and growth as Witch. Infantry. Tome E. Skills : Lv.1.: Brightgive. Allow user to use Light Tomes. Lv.10.: Demonbane. Effective attack againts monsters and undead units. Lv.25.: Slayer. When battle, reduce half of the enemy's Res and added the half of the enemy's Res to the user's Mag for attacking the enemy. Trigger : (Mag/2)%. Lv.35.: Warp. Active. Send an adjacent ally to the side of any other ally unit anywhere on the map. Note: you may revise the description or Skills if you have better idea than mine.
  8. *turn the chessboard over* Hmmmm..... I see.... very good! More challenging and potententially to gain more exp, when the massive enemy numbers has those Skills as well.
  9. A wyvern rider who wants to impress his crush by learned and became a magician for entertaining his crush and their friends. But his performance goes too well because it impressed the Lord and his superiors as well. After Lv.20, he got the master-seal from his Lord and he'd ordered to promoted into Malig Knight.
  10. For helping characters who have their own unbreakable prf.divine weapons but not satisfied by their own default class-types (because reclassing into the class they needs might made them unable to use their rightful weapons as consequences) or may need S-proficiency on their own respective classes. Only able to use one and once of any type of these items per character. Note : unable to use the same type to the class' respective weapon-types that already has S-rank as the max.proficiency. Zeal of Duke (1/1) - Allow the character on his/her own current class to able to equip SWORD and might/should became S-proficiency. Zeal of Marquess (1/1) - Allow the character on his/her own current class to able to equip TOME and might/should became S-proficiency. Zeal of Earl (1/1) - Allow the character on his/her own current class to able to equip BOW and might/should became S-proficiency. Zeal of Viscount (1/1) - Allow the character on his/her own current class to able to equip LANCE and might/should became S-proficiency. Zeal of Baron (1/1) - Allow the character on his/her own current class to able to equip AXE and might/should became S-proficiency. Permanent to the character's respective current classes (which used the items) even started the new game after the game (must) ends, except started by a new empty save-data.
  11. Aphrodite Charm (1/1). Only able to use once per character. Allow the character who use it to have total two S-rank Supports.
  12. Hmmm... really? Since so many people are looking forward for more 'futuristic' features, then... can't be helped... ********************************************* Ylisse, two and half century after Awakenings. The wars never change. Even so many technological advance and improved so many knowledge, the wars still never change. The histories are always repeat themselves.... Young Medic : "Teacher! What are these 'Staff' things?" Historic Teacher : "Hundred years ago, people depends on Str and Magic for wars. The Staff used for treating the wounds." Young Medic : "Magic? What is that? That's ridiculous! How can we treat the wounds by hocus-pocus things?" Historic Teacher : "I have no idea myself, milady. But one thing should you knew : there's no medic kits on that time! Now class is over. You will aid your brother and his force later. The enemy will attack our home since the negotiate has failed. Tell me what equipments are exist now!" Young Medic : "Yes! Assault Gun, Rifled Gun, and Machine Gun! Weapon triangle : Rifled Gun has longer range wins againts Machine Gun, Machine Gun massive firing wins againts Assault Gun, and Assault Gun which has superior firepower wins againts Rifled Gun. After that, Dagger if the ammo runs out (weapon durability) and Medic Kit for treating wounds." Historic Teacher : "Good! But don't be fooled! Theories isn't always the same as practice! So you must be careful!" Young Medic : "And what about this "Bow" thing? Isn't Archers are athletes?" Historic Teacher : "Yes it is. But long time ago it was used for combat too. But now, do you thing the bows able to withstand againts guns? Of course not, right? Now this is your brother's class data, milady! Learn it and think how you able to support him!" : Gun Lord. Average HP, worst Str, no Mag, good Skill, good Spd, low Def, no Res. Movement 5. Infantry. Assault Gun E rng 1-2. Skills : - Charm - innate - unremovable - Lv.1.: Radar. Skill +2, Hit Rate +5 - Lv.10.: Gun Kata. Speed +4, Def -1 Promotion after Lv.10 or more: Mech Lord. Rides a flying combat "Machine" for wars. Movement 8. Flier. Assault Gun D rng 1-3. Skills : - Lv.5.: One Shot. Damage Dealt ×3. Trigger : (Skill/2)%. - Lv.15.: Nanomachine. Restore 25% HP on every player's turn. When the "Gun" and "Machine" has been unknownly 'proposed and introduced' several decades ago, the Str stat now became unnecessary to developed. Damage output purely depends on the Gun's firepower only. Sword, Lance, Axe, and Staff only exist in museums. Bow and horse became sport tools. Vehicles became steeds, since maintaining the vehicles were far more cheaper, easier, and cleaner than maintaining a riding creature. Flying creatures in the verge of extinction since they often hunted down as a game of gun-shooting sports by riding the flying vehicles. Shapeshifters only lived in folklores since their terrible fates also the same as those flying creatures just because they were feared. With the Guns, even a Lv.1 Villager Class has became much more powerful than a Lv.20 Sniper Class or Sorcerer Class. Magic (Tomes) has been ceased to exist long time ago and replaced by the advanced knowledge, since logically "why should someone learning magic for a year when just enough to learns how to pulling a trigger just for some minutes for greater results?". Staves were unable to treated those gravely wounds from gunfires, except medical knowledge. No one need Tomes and Staves anymore since centuries ago, so the Mag and Res stats now only considered as jokes in the World of Fire Emblem. Young Medic : "I hope all of us would be survived this battle later on. I want to invite my brother, teacher, and all of my friends to the zoo. I heard the Pegasus, Wyverns, and Kinshis now has inhabit in there. So our Griffon won't be feel lonely anymore..." ------------------------------------------------------------------ Gamer A : "Is this Fire Emblem?" Gamer B : "No! It was Fire Emblem!"
  13. Another special class that added to shapeshifter ranks, but they are not shapeshifter at all. They are "unarmed" combatant who have the roles as another completions of 'weapon triangle': dragonstone-beaststone-unarmed-dragonstone (dragonstone and beaststone are considers as unbreakable 'weapons'). Their primary stat for damage output are Str-based. Grappler. The unarmed tribesmen who forge their own bodies and minds into the weapons. Good HP, good Str, worst Mag, high Skill, high Spd, average Luck, very low Def, very low Res, movement 5. Infantry. Skills : Lv.1.: Self Discipline. When the user is a grappler, Str +1, Damage Dealt +3, Hit Rate +5. Lv.10.: Drake Killer. When the user is a grappler, their attack effective againts Dragons / Manaketes (not Wyverns). Promotion after Lv.10 or more : Champion (Male). Movement 7. Mariner. Skills : Lv.5.: Flying Kick. When the user is a champion, their attack effective againts fliers. Lv.15.: Cyclone Kick. When the user is a champion, after the battle, all adjacent enemy units around the user suffers 8 damage. May defeated the enemies. Gain exp.and item drops if the enemy has defeated. Fistmaiden (Female). Movement 7. Forester. Skills : Lv.5.: Penetrate Punch. When the user is a fistmaiden, their attack effective againts armours. Lv.15.: Ground Punch. When the user is a fistmaiden, after the battle, all adjacent enemy units around the user suffers Movement -2, Avoid -30, and Critical Avoid -10 for 1 turn.
  14. I think all of your ideas are valid basically according to the weapon's divinity, age, and lore. Including hammerne and repair feature in game. We tries to take a middle ground for this. No need the blessing of Goddess Yune on late chapters for this problems. Just distinguish the weapons : divine weapons those able to used by any characters still breakable, but the prf divine weapons must be unbreakable. Non-divine prf weapons like Rapier doesn't count (still breakable). The several major characters beside the Lords, those usually members of royalties or depends on the scripts, may have their own prf divine weapons even it may heavily affects their alter-classes performances. Make those divine prf weapons becomes inventory-locked on the respective owners if necessary.
  15. You are the powerful avatar who aren't satisfied by just have only one S-rank Support. The Lord worries about this since it may potentially affects the morale the troops but can do nothing againts it. So, in order to control the avatar (you), the Lord restricting the avatar to have only one S-rank Support for each type of the class-ranks (excluding the Lord, Bard/Dancer, Songstress, and the frigid Assassin). ********************************************** Please tell your "tales" about you (the avatar) and your "lovers"... Example : Dark Knight, Dark Falcon, Maid, and General decided to contesting their cooking skills for determines who are the best one for avatar about dishes. The avatar still has the meetings with the Lord and the King. When they argued while awaits the avatar, Taguel ate all of the dishes without knew those dishes were for their love-contest.
  16. The ranged-weapons (not magic tomes or staves) in Fire Emblems are commonly use bows. Even crossbows also was existed in RD. In Fates, daggers or shurikens also mainly considered as ranged-weapons even able to used for attack on range 1. The law of weapon-triangle always applied. The sword-axe-lance-sword triangle will always exist. The magic tome triangle anima-light-dark-anima also was existed before, and so many players still missing the magic triangle plays. Now, what about the ranged-weapon triangle? We just have a simple idea about the completions of the weapon triangle types, including it will make the Fire Emblem has able to developing more various or returning old classes in their future installments. The crossbows might be able to treated as a different weapon-type later, so the weapon triangle might perhaps would became bow-crossbow-dagger-bow (which might made the Sniper class has two different weapon proficiencies : bow and crossbow. And it would be great if Ranger class would be applied so well and returned beside GBA's spellcaster classes. Bow Knight - bow and sword. Ranger - crossbow and sword). The effectiveness : it's a common knowledge those bows are effective againts fliers, and daggers has low damage output. Let them be that way. The different is, just make the crossbows not effective againts fliers (since it basically designed only for shooting straight forward at the max.angle) but instead just make them effective againts cavalries. Let the daggers damage outputs basically low but just make them effective againts infantries. It's for balancing wise, beside, some historical records said that the cavalry troops might be effective to charging the legions of archers, but different story when they facing the lines of crossbowmen. And about the daggers, despise they were used on battlefields or not, were almost never used againts targets which still on horseback since it would be much less effective. Armor-class might be exception because they were basically different class than other infantries even they also fights on their feet. They already had their own weaknesses, beside, logically, throwing daggers againts Armor-class would be never effective (daggers here treated as ranged weapon). Maybe someone has talk about these topics before. But still, we believes that anyone here have better opinion than us, and please just share with us.... Thank you before and best regards.
  17. Lord : "Tell me your Class-Descriptions and all your Skills-Descriptions! Anything! I don't care if you were a Beastman, Manaketes, or even an Alien! Just tell me! Grrrhhh.... " Ugh... yes, Milord... let me started it here... ********************************************** An unemployment who was captured and knighted by a False Lord. Skills : Lv.1. illegal mind : always thinking so illegally. Lv.10. illegal movement : always moving so illegally. Lv.25. illegal assault : always attacking the enemy units with illegal ways. Lv.35. illegal effect : all ally units in 3 tiles radius around the user will have illegal ideas.
  18. Play as villain? No problem as long as the story would be make sense (as a villain, of course) and not cartoony tales that the characters doing evil deeds just as an hobby. The gameplay tutorial would be like this : Select the character which have blue color. Done? Good! Next, select "Move" and choose the tile that we pointed up! Very nice! Now select "Attack", and choose the unit beside your character! Congratulation! Now you learned the basic gameplay! Now the mission awaits you.
  19. Byleth - Better! No need any personality. Claude - Inspired by Prince? Dimitri - The mainstream Mr. Cool-serious-guy. Edelgard - Multi-personality candidate: calm when intermission, but brutal on battlefield.
  20. You are the avatar. Support your Lord!
  21. Honestly, when I saw the battle-sequence's gameplay, it's not a Fire Emblem anymore since a character bring his/her own squads. Well, technically it becomes more realistic since it is a war-theme games from the start, but... it's not a Fire Emblem anymore. Perhaps it will be much better if IS gave the 3H a brand new title and not Fire Emblem. The character/unit stats shall be HP, Ld, Str, Mag, Skl, Spd, Lck, Def, Res, and Mov. Ld : leadership, max troopers that the unit can bring / handle. (Ref.: Langrisser)
  22. Artillery / Ballistician unit (not character). Well, not commanding a squad of troops, but crews. Reloading, reposition, etc. Long-ranged single AoE attack. Witch class. Single-AoE magic. Teleport : how can the Witch able to bring her troops along with her? If she able to do it, she may teleporting, not only her pairing-ups, but entire ally-unit from the start.
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