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About MegaTheGamer

  • Rank
    The most country Fire Emblem player of all
  • Birthday 04/30/1992

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  • Skype

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  • Interests
    Since I'm reactivating this old account, I'm rewriting all this stuff. I play a lot of different video games, but the big series are Fire Emblem, Mega Man, and Super Mario (and most derivatives of it). I stream a lot and Twitch partnership would be the dream job, but I'm going for teacher certification as well.
  • Location
    Texas, y'all. Yeehaw!

Previous Fields

  • Favorite Fire Emblem Game
    New Mystery of the Emblem

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  • I fight for...
    Order of Heroes

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  1. Oh boy, well, congratulations from a fellow dumbass spicy aficionado who has also eaten one! And yeah, it really gets you with how slowly it hits you. As if daring you to chomp it down in one bite, which activates it's trap card, lol.
  2. Ho boy, it's been a while since I could actually check in (internet issues + work), but I've been keeping an eye on the topic. I'll join the Discord in a hot minute, but to quickly address a couple of things I might need to chime in on: Portrait/Sprite: I'm no artist, so I'll have to leave this to those people, but basing Ronald largely off my pfp is fine. Teal hair (since teal is my favorite color) decent-sized 'stache (me IRL) and a (typically brown or black) cowboy hat are the main fixtures. Hair and clothes are probably messy/worn as he isn't very neat. The hair can be dark brown if we're not going technicolor hair, but I assume we are as FE usually does. Stats: I'm not a numbers guy, and I don't recall if I mentioned this already, but I imagine Ronald would be a glass cannon: High Mag/Spd (+Str if we have hybrid classes, he is a Mage Knight after all, otherwise doesn't matter), low Def/Res, and middling HP/Skill/Luck is the general idea, though feel free to fiddle with it some if needed for balancing. Story/Personality: I haven't come up with a backstory or anything yet (I'll get on that), but like I said before, I imagine Ronald would be a L'arachel-esque independent before joining in the midgame. If there are monsters/Terrors or the like in this game (fandom toxicity?), they would be his primary targets, and he may show up as a NPC unit pre-recruitment in battles against them. If not, he's just someone who drifts about helping the good people of Serenia with their troubles, clearing out bandits (troll users?) or mediating disputes. I have quite a bit of details worked out for his personality, which I'll save for the Discord so this post isn't too long-winded (unless you'd like me to put it in this thread, let me know). But for the TL;DR, he's a compassionate drifter who does his work based on his personal code of integrity. He knows he's doing good service and thus can talk himself up at times, and he can be obstinate about asking others for help when he needs it, but he is genuinely motivated by his morals and doing "the right thing".
  3. I'm a huge Pelleas fan, and this analysis was very well done! I will share one other thing I feel might have been worth mentioning: he has a boss quote not only with Lekain, but with Sephiran as well. I don't recall the exact exchange, but Sephiran basically confirms what Pelleas already basically knows at this point after fighting Izuka: that Pelleas is nobody too special, just a beorc with particularly strong magic. He does, however, say that Pelleas served an essential role in spreading war across the entire continent as per Sephiran's plan to awaken Ashera, and thanks him for this. This causes Pelleas to react with great anger, and much like with Lekain, he shows his backbone in confronting Sephiran and being determined to make him pay for using him as a pawn. Although, he does get so worked up that he actually ends up vomiting in front of Sephiran, probably having to do with pent-up stress and anger from his realizations over the course of Part 4. And honestly, as... TMI as that might seem, it shows a side of him that probably didn't exist before Part 4 and makes for a great moment.
  4. Sorry about not posting in a bit, that maintenance was crazy. It’s the Thracia Curse, I tell you! But at least I was able to do the gameplay poll without logging in. Anyway, I’m not super sold on child systems, but I’m not particularly opposed either. The main concern is whether the children would replace their parents (FE4) or simply join them (others). I assume we can agree a long time skip like FE4 is better than any handwave like time travel/pocket dimensions, but the parents can still be around. It looks like we’re posting character details now we have the cast solidified? I’ll post again when I get a chance for mine. And if we do decide to have two generations, I can certainly come up with a child character or two for him. Heck, maybe he can even be married already, since he’s a bit older than the typical FE fare (late 20s/early 30s). But we’ll cross that bridge when we come to it, I suppose.
  5. Well, I personally always felt the single Tome rank of the DS games gave Mages less individuality than what the GBA games had. But that's more of a subjective preference rather than a technical analysis; I don't have any sense for design/balance and can only give my opinion. Same goes for a Str/Mag split. I'm a big fan of spellswords or the like and something like a Mage Knight with Lances appeals to me, but I don't know if having one would make balance harder or make the game more interesting per se.
  6. Wowee, those new screenshots look crazy when you're used to the old patch! You finish up whatever extra polish you want, you deserve a break after all you've done on this game and FE11! As for @Interdimensional Observer I don't know anyone who will be doing a screenshot LP, which is what you seem to be looking for, but I do know a guy who will be Twitch streaming it if you'd care for that.
  7. This seems like a good way to organize it. And on that note, I’ll sign up myself! Username: MegaTheGamer Game Name: Ronald Desired Class: Mage Knight (As per Von’s magic classes above, if unpromoted, I’d prefer Dark Mage) It seems like we’re not at the stage of designating roles yet, but I imagine I’d be an independent/rogue element at first before joining. Like L’arachel or RD!Tormod. But that isn’t necessary if we’re still hammering out details.
  8. Do you have to have a big following to volunteer? Because I’d be down to record a demo for someone. My Twitch community is pretty small, but we’re all into FE.
  9. Oh hey, thanks for the heads-up. I don’t think was another response but to laugh it off, lol. No point getting angry about a glitch, especially one so minor. As long as they don’t corrupt my saves or something, I just find them funny.
  10. You have done the Lord's work, good sir. I'll admit I probably like Shadow Dragon a fair bit more than most, but having all it's inane flaws fixed up is going to be great. I'll definitely be showing this off to my (very small) Twitch audience! Thanks for all the work you've been putting into this, and congratulations on finally finishing all of it! EDIT: Found a minor graphical bug while streaming it where Cain's critical animation made the game freak out. This was done on Version 1.1 on Brutal/Hard 2 difficulty, in DeSmuME 0.9.8. This is using the patch that includes the graphical updates but not the Sync Patch (FE11FCPWithGraphics). See the glitch in action below: https://www.twitch.tv/videos/281670448
  11. Hey now, this looks promising! Thanks for giving your all to such a tough project.
  12. Normally I do my best to be patient with this sort of thing, but this is getting rather ridiculous.
  13. A couple of my Skype people actually mentioned something similar when I linked them the thread this morning. Yeah, I think Strength would be used for a Con-type usage with guns so it isn't useless to Gunners. Half Skill + High Mt I can see. They also brought up the idea of guns doing a boatload of damage but being unable to double since these would theoretically be flintlocks, so you'd need to reload every shot. That would work well with Tolvir's ideas. As one of my friends said, "That's the thing about the flintlocks, though, they really fucked you up if you got hit". I can agree with this. It gives us different options for guns, and combined with my idea of them losing Hit with increasing distance, it could still be balanced. I like the thought put into this, and this would definitely make sense for a modern gun with clips to hold multiple rounds at once. Though, I get the idea that guns in FE would be more like flintlocks, and for that, I was given the idea on Skype that they can't double, having to reload every shot, as mentioned above. If the game had durability, we could certainly balance them out by having to carry ammunition on their person as you say.
  14. That would actually make sense, since there wouldn't really be a way for Brawlers to have an advantage against armor/mounted types, so no slayer access would make sense. As for the Brave, since they only need one fist to hit you, I suppose they could presumably always hit you twice before you got a swing in. I do like you idea for WTA against knives; I didn't know that about judo, actually. Ignoring the Fates triangle, perhaps fists, knives, and bows could be a separate triangle, leaving magic with just it's own triangle(s) outside those of physical attacks. Perhaps I am, but I did want to mention the ideas given by Radiant Dawn, since they were there. You're right, making them a normal weapon type with gauntlets, as mentioned, would certainly be easy enough mechanics-wise. I just thought that maybe a more interesting idea would make more sense within the FE universe. Also, it would help differentiate Fists from other types of melee weapons like Swords, etc. if they worked in a "strange" way. Does that make sense? I do like this, as I didn't think of using ki blasts a la Street Fighter for a ranged option. It would also make sense since martial arts do have that aspect to them of "finding the strength within you", which could manifest as ki. One thing to consider about this, though, is how they would work in a Gaiden/Fates scenario with no weapon durability. While the gauntlet idea would make sense for them to wear out, I wonder how one would balance a ki attack that doesn't have limited usage. Perhaps make them unable to double with it since they need time to focus on charging it? Thanks to both of you for the honest feedback, regardless.
  15. For a while now, I've wondered about how one could introduce new elements into Fire Emblem's weapon system. It's really quite a closed system that's been balanced and rebalanced countless times; adding a new weapon or type of fighter wouldn't be easy at all, especially with concerns for logical justifications and interaction with other mechanics. So this is a thread for me to throw out a couple of ideas I had about how to integrate new weapons/fighting styles into FE. Anyone can comment on my ideas, expound upon them, or propose alternatives. I just bounced these ideas off of a friend and he suggested I make this thread to get my ideas out there, gather critiques, and just get some thought going. Fists The first idea is about fighters that actually don't use a weapon at all, but prefer straight-up fisticuffs. Brawlers, or what Final Fantasy would call a Monk. -The obvious problem with these units is simple: other units are going to keep obtaining better weapons and grow stronger much faster than a fighter using his same old fists with better stats. -Thankfully, Radiant Dawn offered a rudimentary solution when it's laguz units faced the same issue. Giving all laguz a weapon type "Strike" for unarmed blows, and as the weapon rank increased, so did the Mt and Hit of their fangs, claws, etc. A fist fighter could work on a similar system to this, and logically, it makes sense. By fighting unarmed, this unit would, of course, build muscle and be able to throw punches faster, as represented by their level ups. But, in addition, their fists would probably become calloused, or harden from repeatedly striking things, making the same punches more effective. Thus, rather than upgrading to more effective weapons, this unit's one weapon would become more effective, essentially upgrading itself. -Another idea would be to take the Strike weapon type and, instead of tying it directly to the stats of the fists, make it a traditional weapon type by offering the unit pseudo-armaments like Brass Knuckles, a Cestus, or similar tools for augmenting blunt, unarmed strikes. The logic being that, if you're punching things on a battlefield filled with swordsmen and mages, those hits need to really count, so there's no shame in beefing up your fists with some metal. -One issue that remains is, this Brawler would be meleelocked. Even weapons that are mostly melee have ranged options, like a Levin Sword, Javelin, or Hand Axe, but I don't see any way of giving a fist user this kind of option. Maybe 1 range only would just be the inherent weakness of the fist units. Firearms/Guns That was the easy one, though. The other idea was how, mechanically, one could implement firearms in a balanced way. The FE universe might not want for black powder when they have magic, but not all FE settings are created equal. -First, damage. Obviously, shooting a gun isn't more effective the more physically strong you are, nor does it require a spiritual element like magic does. How much destruction you can cause with a firearm depends on how your aim is, how precisely you can target the vital organs of your enemies, such as the brain, heart, windpipe, etc. As such, the stat that makes the most sense for damage calc would be Skill, the measure of your precision and accuracy. -Would this make Skill too broken? After all, it already determines hit rate and the better part of crit calcs. I don't think so, though. Skill is already considered among the less useful stats by many fans, since often damage output, the ability to double, and durability are far more valuable to a unit in the long run. This would make Skill a very important stat for these Gunners or whatever you might call them, increasing its meaningfulness. -Another consideration for firearms is range. One can shoot a gun much farther than traditional ranged armaments like bows, but they aren't large and unwieldy like ballistae; they are small, light, handheld weapons. Guns should logically have rather large ranges... but how to balance this so they add meaningful depth rather than just being busted? I propose that guns use their full stats at point-blank (1 range, maybe 1-2), and the farther out the unit shoots, the gun starts losing Hit, and perhaps eventually, Mt. It makes logical sense; the farther away the target, the harder it is to take aim and hit reliably. And at very long distances, their target will appear rather small to them, making it difficult to accurately hit the vital points brought up before, which would lessen damage. So, that's my musing on it. If you have anything at all to add, or a critique or criticism of this, feel free to speak up! I like considering how to add new mechanics, but I'll be the first to admit I'm no designer, so I can't tell if my logic flows for game design purposes. I'd love to hear other's opinions, ideas on how to improve this, or alternate implementations, hypothetical or not. Also, this the first thread I've created aside from my introduction thread, so I hope this is the right section and it's formatted well. Just let me know if it's hard to read, and feel free to move it if there's a better board for this.
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