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  1. Welcome, ladies and gentlemen, to a thread about an idea. See, I am a person who plays Civilization, and when you play Civilization and are me, you think about Impis. From such thinking, I came up the idea of Impis being units in Fire Emblem, and from there built up a proper setting to use that. But one nation is usually below Fire Emblem in scale, so I needed another kingdom. In Fates, they did a theme of East versus West, which isn't terrible, but has been done often, and Fire Emblem is already quite east and west. So, I created a kingdom based off of another important group of civilizations, those of the Middle East. From there, this idea was born. The World: Surrounded by endless seas, there lies B'Yasha, in an ancient language, Land. An large island, whose surface is most often sand, inhabited primarily by two nations. In the north, Amaar, or Rain, and in the south, Luoka, or Spear. Though their kingdom is built around massive dunes, Amaar is a prosperous kingdom. This is owed to the twisting rivers which run through their lands, making fresh water and fertile floodplains plentiful. It is a kingdom of scholars and architects, where merchants make their living on the plenty of their homeland. For many centuries it has been unified under the Alid Dynasty, their future king being Prince Huran. By contrast, the warrior culture of Luoka shifts like the sands of the desert. In fact, for longer than Amaar has existed, the tribes and nations of the region have warred against each other, and remained mostly independent. Much of the land is plains, hills and valleys, though receiving water from rain rather than rivers. However, around two decades ago, a king of a small tribe in those hills, Jamaka, led a crusade against his neighbors. This distinguished itself from other skirmishes in that it succeeded, with Jamaka now Luoka's king. However, three years ago, the rain stopped. The plains began to dry, and turned to desert, in which nothing would grow. Some say this is a curse for Jamaka's brutal conquest, others, merely an act of nature. Between these two kingdoms and dotted about B'Yasha are patches of desert, independent tribes and city states. For the past few decades, Amaar and Luoka have used bribery and intimidation to try and find favor in the eyes of their leaders. Where no leaders reign, bandits and nomads have established there own communities, a lack of things to rob slowly turning the former into the latter. The Plot: For three years, Luoka has suffered from terrible drought, and its people wither like the plants in the sand. What aide Amaar offers is minimal compared to their needs, what their allies can provide is barely anything. Growing tired of the plight of his people, Jamaka and his advisers decide that the time has come for war. What Amaar will not give them, they will take. Jamaka sends his son Shaka with the invading forces, that he might gain knowledge of war after growing up in the relatively peaceful aftermath of unification. Amaar mobilizes their army to defend themselves, and quickly as well, for when Luoka invades, Prince Huran is studying in a southern city state, close to the war front. War has come. Who's side do you take? The warriors or the merchants? Shaka or Huran? Take what your people need, or defend what they have? Pronunciation Guide: Luoka (Loo-Ok-Uh) Amaar (Uh-Mar) B'Yasha (Beh-Yah-Shuh) Playable Characters (Amaar): [spoiler=Huran] Class: Merchant Prince Affinity: Wind Prince of Amaar, and only son of the current king, Malik. Growing up in his father's court, he spent much time studying, and from his studying picked up the practice of magic. His primarily field of study, however, was in politics and money handling. His exposure to the outside world has been minimal up to this point, though his studies have left him with a slightly embittered since of reality. He is not one for fiction, and pays far more attention to works of history or teaching than epics and legends. He's not necessarily naive, but until the beginning of the game has had no first hand account of battle, no experience fighting, not even had he hunted in all his life. His calm and logical nature shows through in his ability to maintain control of himself and still function as a leader despite the things he bears witness to. His personal distaste for violence goes back to his studies, as he does not see a million as a statistic. Despite that, he is a reasonably competent strategist and leader, owing largely to his vast knowledge. However, Huran can also be quite indecisive, and at times a bit cowardly, though the latter issue he can usually convince himself to get over. As you might guess, Huran's weapon of choice is light magic. His luck is quite high, but his skill and speed are not particularly good. However, Huran's defense is rather impressive, especially for a mage, meaning he can actually survive hits from enemy units. His unique weapon is a type of tome called Diopside, the black star tome. It was developed by the ancestors of the Alid dynasty and has been taught to and used by their bloodline exclusively. When Huran promotes, he gains access to Anima and Dark magic as well. [spoiler=Mansur] Class: Camel Rider (Sword) Affinity: Wind A body guard of Huran, one of two knights under Shahnaz. His real name is Mohammad, but because his companion's name is also Mohammad, he goes by one of his other names, Mansur. He's a carefree, tranquil but also rather impulsive individual, making decisions on a whim based on nothing but how he feels at the moment. For example, his camel is named Gringrad, a name which popped into his head which he liked the sound of. Mansur's relaxed, carefree nature leads to him rarely being upset or angry, though sometimes can lead him to be apathetic to other's and his own issues. He and Musa are companions, originally meeting in training and having often been paired together since. Mansur is notably big eater, and is rarely seen without figs, dates or bread in hand. The weapon Mansur specializes in is the sword. Despite swords typically being seen as more 'agile' weapons, Mansur has higher strength, defense and luck than Musa does. Strength and defense he will normally cap, and he'll likely come pretty close to his luck cap as well, if not cap it outright. [spoiler=Musa] Class: Camel Rider (Lance) Affinity: Ice A body guard of Huran, one of two knights under Shahnaz. His real name is Mohammad, but because his companion's name is also Mohammad, he goes by one of his other names, Musa. His general demeanor is rather serious, and a bit quiet. He follows orders once they're given, and believes in doing them right. Doing things right is incredibly important to him, as he'd rather something not be done over done wrong. His perfectionist mentality can lead to him becoming frustrated rather easily, especially at himself. However, he can indeed be quite empathetic when something to sympathize with is brought up. Though he trains very hard, he is liable to stop his training, even for the marginal benefit of others. He and Mansur are companions, originally meeting in training and having often been paired together since. Musa's weapon of choice is the lance. Despite lances typically being a tool of bulkier units, Musa focuses more on skill and speed than Mansur. He can rather comfortable cap both stats, and features slightly higher resistance growth than Mansur does. [spoiler=Shahnaz] Class: Mamluk (Sword, Lance) Affinity: Anima Chief body guard of Huran, an important figure in raising him and commander of Musa and Mansur. His temperament is somewhat between his underlings, and all around quite normal. Shahnaz served under Huran's father and trained during the reign of his father, so he has quite a bit of experience and wisdom to go off of. He can be fatherly, usually to Huran, but also a rather hard commander, as he is with Musa and Mansur. He can also be a bit bigoted, usually against Luokans. However, his even emotions and experience brought him in favor of Malik, and he's served the Alid Dynastry his whole life, always being very loyal. Shahnaz also expects similar loyalty out of others, pushing those around him to do better in their respective fields. Shahnaz is the Jeigan of the Amaarian side. He joins as the promoted form of Camel Riders, Mamluks. Since he is a prepromote, he has based which leave quite a bit to be desired compared to a trained unit of the same level. In addition, his extra weapon type cannot be chosen, he joins with swords and lances available and that's what he gets. However, he has very good growths, better than either of his students, except in Luck, which is a stat he's simply bad at where even Musa has decent Luck. If trained he can still be a very useful unit with all around decent stats, though ultimately inferior to your other Mamluks. [spoiler=Uthma] Class: Shaman Affinity: Dark Uthma is not actually from Amaar. Rather, he's a native of Luoka, by blood a prince of a northern tribe. When the drought hit, his father sent him to a city state bordering Amaar to study, though also so he might have food and water. When Luoka invades, Uthma is more or less conscripted to fight his own people. He's a bold individual, confident in himself and used to having all the answers, but when faced with moral dilemmas tends to shut down and often just give up on the situation. With no time for that though, he ultimately sides with Amaar against their invaders. Early on he joins Huran's group, using the magic he's studied for many years: Dark Magic. Interestingly, Uthma joins as a shaman, making him the only unit on the Amaar side to specialize in using dark magic. Aside from Uthma, shamans are a class only found on the Luoka side of the conflict. When promoted, he becomes a Sangoma, users of healing and dark magic normally only available in Luoka. His magic and skill are his best stats, and combined with his weapon type he can hit like a truck, but won't often double due to mediocre speed. Playable Characters (Luoka): [spoiler=Shaka] Class: Warrior Prince Affinity: Thunder Eldest son of Jamaka, king of the Luoka, though still only a young man. From a very young age, he was trained to be a warrior, and has shown himself very talented at all aspects of warfare. Not only did he excel above his piers in sparing and hunting, but also in strategy and ingenuity. A product of his mind is his proof weapon, a throwing spear of his own design and crafting called the Iklwa. He is a dedicated individual, and fiercely loyal. In this war, he fights for his people, and will not allow anything to appose him. He can seem very cold, usually adopting a stern demeanor around anyone. Despite his strategic capability, Shaka is hot headed, and it his preference to personally scatter his enemies over direct soldiers from a tent and a somewhat short temper. He will ask nothing he would not himself do, and often doesn't ask anyway. He is not without his honor or his concern, but those very things drive him to be ruthless. In battle, Shaka lives up the legends of ferocity which follow Luokan warriors. Defense is not exactly his strong suit, but he has high skill, speed and strength with which to obliterate his enemies. His class, the Warrior Prince, wields spears in battle, and does so very effectively. Like the Impi classes, Shaka has move movement than a typical foot unit and is less hindered by poor terrain. His unique weapon, the Iklwa, is also quite powerful, being a strong yet accurate 1-2 range weapon. Shaka promotes into the Warlord class, which gives him a rather hefty crit boost, though no extra weapon types. [spoiler=Angan] Class: Inyanga Affinity: Light Jamaka's other son, of whom he is less proud. While Shaka was raised from youth to be a warrior and took remarkably well to it, Angan had a far more non-violent nature. That didn't necessarily mean he was tranquil, as he was and still is childish and prone to outbursts. He's rather timid, speaks little of his bloodline, and is often the doubter to his brothers actions. However, his naivety also helps Shaka maintain some humanity, for which the latter is secretly very grateful. Whether he's having a tantrum or shying away, Angan maintains concern for those around him, friend or foe. As a child, he often would fail military training, so his father instead put him with wise men and sages, who trained him in the ways of healing magic. Angan is interesting in that he's not only a very early healer, but one of the few magic users on the Luokan side. He sports better defense than his older brother, but his stats are average across the board, not particularly exceeding or failing at anything. His Inyanga class is basically the equivalent of priests or clerics, though, like Angan, are generally more balanced instead of trading defense for magic and resistance. [spoiler=Iswayo] Class: Impi Affinity: Thunder An accomplished general who has served under Jamaka since even before he began his conquest. When Shaka's training began, Jamaka selected Iswayo to be his mentor. Like his student, Iswayo is rather stern, though while Shaka is a more 'aggressive' sterm, Iswayo is more 'cold' stern. Though he certainly scowls and scorns, he's more in control of himself than Shaka is, and wisened by his years. It was when he was Shaka's age that he began fighting for Jamaka, and now that Shaka is in a similar scenario, Iswayo imparts what wisdom he can. He knows of but is not particularly well acquainted with Angan, though is all too familiar with Shaka's mannerisms. Despite their sometimes being at odds, Shaka has great respect for Iswayo. Iswayo is the Jeigan of the Luokan side, joining as the promoted form of the Inkwebane class, Impi. Rather unfittingly of the class, his strength lies in his defensive stats, HP, Defense, and Resistance. However, that means he's an actually resilient unit on the Luokan side of things, one who joins rather early, and supports Shaka with a matching affinity. The Impi class is generally an offensively inferior, defensively superior version of Shaka's warlord with a lower crit boost, though Iswayo is unlikely to hit it's high strength, speed or skill caps. As one might garner from that list, this would be a setting quite unlike your typical Fire Emblem, with two very distinct sides. Luoka is based off of South Africa, primarily the Zulus. Amaar is based off of the Muslim world in general, from Morocco to Egypt, Turkey, former Persia, and with a little India as well, though primarily Arabia. Each side has a very different set of units and classes available. Amaar is closest to your standard Fire Emblem game, though with drastic reskins. Most notably, Cavaliers and Paladins are replaced by Camel Riders and Mamluks. Like in FE9, there's one Camel Rider who uses each physical weapon type, and they pick one more upon promotion. Their iron, steel and silver swords are scimitars instead of straight blades. Most users of magic are found on the Amaar side, though their use of Dark Magic is rather limited. This is because in Amaar, dark magic is seen as some sort of evil force, and has numerous negative superstitions and connotations. Luoka, however, sees dark magic as a weapon, and thus there are more characters who use it on that side. Despite the familiar presence of shamans and the occasional unit on a horse, Luoka is most distinct from typical Fire Emblem in the stats its units have. Notably, while the Camel Rider is the most common unit among Amaar, the most common unit for Luoka is the Inkwebane, a unit best put as a spear wielding myrmidons with additional movement. The promotion of Inkwebanes is Impis, who gain a deadly crit boost similar to Swordmasters. Instead of clerics, they get Inyangas. Both shamans and inyangas upgrade into sangomas, units capable of using both healing and dark magic. Units on horses are found in Luoka, whereas the camel is prefered in Amaar. Horses are native to certain plains in the country, but were never particularly popular and have grown even less common due to the drought. In general, Luoka is the 'hard' mode of the game, where the player is given fewer resources and must work with what options they have, while Amaar is the more 'normal' mode, granting more freedom and variety with which to tackle challenges. Now, this idea is not yet fully baked, of course. There's not a complete class list yet, nor are certain aspects of Fire Emblem accounted for. I don't know how Pegasi or Wyverns will factor into this world, and I don't even know if Armors would be in the game at all. The eight characters above are the only ones I have so far, and I haven't settled on skills yet. However, I figured I did have enough information here to at least post the idea, and see what you all think. And yes, the inspiration totally flows, which is why the Zulu character is named Shaka, he has an Iklwa, and his mentor is named Iswayo. Completely unlike Shaka Zulu, inventor of the Iklwa and refiner of tactics created by Dingiswayo.
  2. Well, if you remember from way back when, I had a little thread were I threw out some FE ideas I had. Well, that was a while ago. Those ideas have gone though many, many drafts and revisions, and I'm still settled on very little. So, this thread is a place for to ramble on about my random thoughts second only to get input on them. What can I say, I'm a crowd pleaser. So, this thread will, for me, be more about concepts for characters and gameplay than plot. The reason there will be inconsistencies is not because I may dream it differently, but because I'm indecisive and will change my mind. This is likely the exact opposite of what actually developers of the games do, but who cares, let's get started! NOTE: From here down is a 'log' of all my ideas, for the convenience of those who would like to read all the ideas at once. [spoiler=Unit set 1] [spoiler=Phern] -Class: Mercenary (retooled) -Affinity: Anima -Age at the start- 18 -Stats: Ladies and gentlemen, the 'lord' of this game! Looking at his stat's, it's obvious he's statistically quite different from most other lords, with his ludicrous focus on skill and high strength, defense and resistance, making him quite tanky (akin to a light general in a way). His speed isn't as high as most lords but is still passable, while his magic and luck are garbage. Personality wise, he's also different. Like Ike, Phern is a mercenary leader. Unlike Ike, Phern's group of mercenaries is small, inexperienced, riddled with internal conflict, and largely self interested. This is no doubt due to Phern himself, affectionately calling his group the Phern's Mercenaries (a group of childhood friends seeking glory and fortune), one of many points of contention. Phern has an unnatural resolve and obsession with money, one time as a child having spent an entire night stabbing a trade ship with a bronze lance until it sunk for a bet, rewarding him with a small pouch of coins. Unlike other lords, Phern's father is alive and well, a retired soldier who tried to train Phern to be a swordsman but instead the child pursued spear play. The two have never gotten along, and their strained relationship is yet another contention point among the mercenaries. Phern's very ambitious, dedicated to whatever lines his pockets, impatient and apathetic. However, he was always a talented spearman, in the end loyal to his friends despite their arguments and he does have an internal concern for allies and tries to be helpful, in his own short tempered way. He even admits to his own flaws and mistakes, and tries to get better, but usually only when it will help him make money. Appearance: Phern is a clean faced individual with muddy red hair and green eyes. His armor is of a similar mahogany and is meant to look thrown together. The vambraces, greaves, poleyn and cuirass are stylistically meant to look distinct and are covered with scratches and paint with a slight drip, like he took some old hand-me-downs and painted them to colors he wanted and then wore them out some more. His upper arms are guarded by two oddly shaped metal plates (kind of like a cul-de-sac road) attached to them and his feet are covered by a pair of brown boots, which are the only things he's wearing that look new. Aside from his brown boots and black doublet and pants, his whole suit is a dark muddy red. [spoiler=Isaac] -Class: Cavalier -Affinity: Earth -Age at start: 20 -Stats: Isaac is the first cavalier in the game, and fulfills something of a more balanced glass canon roll. He has decent skill and HP, above average speed and strength, rather average defense and for a physical unit impressive magic, allowing him to use magic weapons rather well. However, his luck, while better than Phern's, is still poor, and his resistance isn't great either. Personality wise, he is the most noble of the three mercenaries. Isaac was the son of a retired soldier (no relation to Phern's father), and while Isaac had many excellent qualities for a knight he ultimately did not become one because his parents and him agreed he was not suited for a knights life. Isaac and his parents have a stark contrast to Phern and his, as the former's encouraged him to follow his own goals and his father taught him sword play because he wanted to learn it. When the three friends who would later become the Phern's Mercenaries were children, Isaac was the one who proposed the idea of becoming traveling mercenaries. Isaac is chipper and carefree individual, optimistic and often daydreaming. In a parallel to Lowen and Oscar, Isaac has all the knowledge needed to be a good cook, but unlike them lacks skill at it, which had lead to the (often joked about) matter of him tending to burn his culinary pursuits. However, that has never deterred him, and he keeps trying. He is generally relaxed and his dreaming nature leads to him making many introspective quotes. He's certainly the most down to earth member of the mercenaries despite that and is often the one to quell the arguments. However, Isaac is also a stickler. He is constantly getting on the case of the other two mercenaries to be cleaner, kinder, and less barbaric in general, and is the member of the three who consistently demands Phern write an annual letter to his father under threat of him leaving the group. Isaac attempts to be a friendly and caring person to most everyone but his stern belief in doing the right thing (other than annoying his comrades) has lead to him tending to explode under certain circumstances about traits such as disloyalty, prejudice and harming the innocent, often following with an immediate apology. He is the one of the group who Phern most considers a friend, and will often be the one drawing out the latter's softer side. Appearance: Isaac has slightly kept black hair and brown eyes. Unlike other early game cavaliers, Isaac is neither green nor red. Rather, his armor is shade of tan and his horse is a dark brown stallion. Cavalier armor in this game is mostly like that of FE7, with Isaac's lacking any distinctive traits other than it's brown color, the gorget being slightly larger and the fact that below it is mail instead of a shirt (slightly ironic Phern has higher defense despite not having visible mail, except it is stated that Phern wears chainmail under his clothes). [spoiler=Gall] -Class: Horse Archer -Affinity: Dark -Age at start: 17 -Stats: Making up for Phern and Isaac's poor luck, Gall has luck that shoots through the roof. Making up for his rather low strength is his insane speed. He can double Phern (if barely) from base and his growths insure he will not be left behind in that stat ever. His skill, while higher that Isaac's, is not as high as Phern's and overall would be considered average, but given his luck and accurate weapon type hitting shouldn't be a problem. He is not suited for direct combat at the start, and his defense and HP are rather poor, though his resistance is surprisingly good, and he is a natural dodging machine. His magic is better than Phern's, but still poor. Gall is a rather shrewd person and causes much of the strife within the Phern's Mercenaries. This is somewhat understandable though, as he is both an orphan and a runaway who ran from his homeland as a boy, but was taken in by an elder general who took care of him for a short time before allowing him to leave. A street rat with more of a tooth for money than Phern, the two actually met after being caught trying to steal the same loaf of bread. He is a compulsive gambler, and will often make bets on the outcomes of events and will incorporate elements of luck such as coin flips into his daily life. He has developed a sense of honor of sorts with gambling, and insists that it be done fairly, which isn't to harmful given how his high luck stat translates into his character, as he is an incredibly lucky person in the now. Gall is also notable for being very cold, smug and sarcastic. His inflated ego leads to him often remarking that he should be the leader of the Phern's Mercenaries and his rude, sometimes demeaning remarks often spark outbursts from Isaac and Phern. He is quick tempered and will join in these arguments in a heartbeat, and is a fan on strife in general. Even is his 'angered' states Gall is still largely in control of himself and will continue his snark mannerism regardless of the situation or tone of his voice. He will answer most questions or demands with some dismissive remark and is in a way introverted, spending most free time practicing or gambling over talking with his allies (this is mostly with future units, as he, Phern and Isaac still retain their childhood friendship). He has a well hidden sense of honor, never taking something he doesn't earn (although he has a skewed definition of earn) and sticks around with the Phern's Mercenaries through thick and thin because of his belief in loyalty stemming from his past, and has a genuine care for young people for the same reason. Appearance: Gall has short, very dark black hair often covered with a red headband and grey-blue eyes. The outfit of a horse archer is a doublet under a shirt reminiscent of Sacean wear but without the cultural details, which is red in Gall's case, and pants which for Gall are dark green, and his horse is light brown. So, as you can see if you read that, there are a few gameplay changes noticeable right off the bat. The main lord class line is called Mercenary-Hero. As such, the traditional Mercenary-Hero line has been renamed to Swordsman-Vanguard. Nomads sort of return in the form of Horse Archers. And finally, affinities have returned! And another thing, these are the first units in the game you get. So already we have no Jeigan, no Marth, no Cain and Abel, etcetera. GAMEPLAY UPDATE 1: So, here I'm going to mention things which I thought would be good gameplay mechanics to have and explain either how they work or how they'd be different from previous mechanics. Starting off we have: [spoiler=Class System]There isn't a lot new to say about the class system here, it very similar to Awakening, which in own right was very similar to just about every other game in the series, barring the second seals. In this game, every character joins as a certain class and has 2 more they reclass into, which applies to the whole first generation, except for Phern, who has special lord privileges which give him 3 other classes. Another notable notable difference is how classes give skills. In this game, there are no skills learned at level one. Tier 1 classes grant a skill a at level 10, Tier 2 classes grant skills at level 5 and 15 for two total, and special classes (one's with a level cap of 30 and no promotion) give 3 skills, one at level 10, another at level 20, and another at level 30. Promotion and reclassing are much the same as well. At level 10 or higher, a Master Seal can be used to promote any character in a tier once class to a tier two class. At level 10 or higher of a tier one class, a second seal let's you reclass a character to any tier one class the character can access, while at level 10 or higher of a tier two class a second seal can reclass a character to any class they can access. In a special class, you can reclass to a tier once class once you hit level 10 and to any class once you hit level 20. The split promotion system returns, with every tier one class having 2 tier 2 classes to promote into. It should be noted that resources are far more limited for the main game here than in Awakening. Master Seals are not commonly available for several chapters, and by the time you get them it's still a fair amount of time before second seals become available at all. Neither are in limitless supply until the post game, the objective being to simulate to higher but more balanced challenge that Awakening lost transitioning from older games in the series. [spoiler=Mercenary System]Since Phern and his group are mercenaries, you can perform some good old fashioned mercenary work. Face it, in Awakening and Sacred Stones, it's very tempting to grind, but it's boring by a certain point and is there largely nothing besides EXP. Not that EXP isn't great, but the Mercenary System, in essence, is meant to make side missions more interesting. First thing is Reputability. Renown in Awakening was earned in certain ways and unlocked powerful items, but Reputability reflects the overall performance of your merry band. The more Reputability you have, the higher level jobs you can take on. Reputability is earned by either clearing chapters in the main game or by clearing other mercenary jobs, with better performances granting more Reputability. Every job requires a certain amount of Reputability to take on. Every side mission from here, and I mean EVERY ONE, has multiple requirements which are used to judge your performance. For example, at one point in the game is a mission to protect 6 merchants in a pass from bandits, keeping them from getting killed as they cross. The more merchants you save, the greater your reward at the end. For example, save 0 merchants, and you straight up fail, game over. Save every merchant, and enjoy 6 stat boosters. Similarly, the side objective is to defeat X/Y/Z bandits. Doing this will net you greater rewards as well. Either one, or both preferably, increase your Reputability gain depending on what level you complete the requirement to. The Mercenary System cannot be abused though. Each mission can only be completed once for an actual affect. While they can be replayed, this will not actually have any permanent effect. Levels are not kept and rewards are not given. In the after game however, these rules are broken. Levels gained from replaying missions are kept, and reaching requirements once failed nets the reward for them. These missions should not be confused for paralogues, though they are executed similarly. Rather than have a world map, the game offers lists (which take the form of old scrolls), one for paralogues, new paralogues being added to the list as they are unlocked and one's you complete being marked with a check. The other list is for the Mercenary System, and while you can only read the names of missions you've either completed or can try, you can see how much Reputability is required to play each mission. Gaiden chapters in the style of FE7 also return, which are executed the same. Completing certain requirements grants the ability to play these chapters, but they, like normal chapters, can only be played once. [spoiler=Other Systems]One notable thing is the changes to stat boosters. Rather than being one and done, stat boosters can be equipped and shuffled. Every tier one class can equip 3 boosters, and every tier 2/special class can equip 5. However, you cannot equip more than 2 of the same booster, and there is a limited number of equippable boosters throughout the game. For example, I can give 2 Seraph Robes to a unit and increase their max HP by 10. I can give boosts to a unit to grant them 2 more move, and then switch that to another unit when I want/need it. Capping stats can still be reached without a lot of luck and grinding though. A character get's a minimum of one stat every level unless all their stats are capped. In addition, BEXP is returned. Like Reputability, better performances grant more of it. BEXP gives at least 3 stat points unless the character it to close to their caps for that. What this means is that if a character has all but one stat capped, they get +3 in that one stat, unless that would put them over their cap. [spoiler=Visuals]Not exactly a gameplay thing, but more the aesthetic angle I have in mind. Character designs here lend themselves more to Tellius than other sagas, though FE7 and Magvel influences are far from absent. Portraits in this game are more styled like FE10, though with a higher polygon count since this would be on a more powerful system (the Wii U being what I have in mind). The character designs are meant to be realistic in proportion, and have feet. Battle's take their angle from FE10 over the rather...disappointing fight presentation in FE13. For one, the camera angles and the perspective the player gets are based off of FE10. Skills and other activations are notified and kept track of in the same little list in the corner as was used in FE10, and classes have separate animations for normal attacks, skill activation, and critical hits. Some notable things are that skills which happen to be critical hits don't get a special animation, it's just the skill animation with another pause to indicate the critical is happening. Also, Adept is represented by the striking twice animation like when using a Brave Weapon (Adept on a brave just runs the striking twice animation to start and then restarts the attack animation cycle, so to speak), and tier one classes simply attack 5 times in a row for Astra. HOWEVER. Every single promoted and special class has it's own, special, personal animation for Astra. Every class has a different motion and design for using the attack, from Phern's Hero class to Great Knights. GAMEPLAY UPDATE 2: This update, we will be talking about WEAPONS! Types: The 8 types from the GBA games return, described in the list below. [spoiler=Physical]The weapon triangle is the standard lances best swords best axes best lances, and triumphantly each of those 3 weapon types sees the return of reaver weapons to it's arsenal! Swords: These weapons have the lowest power of physical weapons, but have the highest accuracy of them as well. Looking at conventional weapons (bronze, iron, steel, and silver), swords have 2 less might but 10 more hit than lances. Lances: The weapon of the main lord Phern, lances are balanced between power and accuracy, and have the most available 1-2 range options, making them some of the most versatile weapons in the game. Axes: Heavy hitting weapons, they have the highest might but lowest hit of any physical weapons, but rather affordable 1-2 range weapons. Conventional axes have 2 more might but 10 less hit than than their lance counterparts. Bows: As many player will tell you, bows are not the greatest weapons, but this game aims to make them far more useful. Conventional bows get 1 more might and 5 more hit over lances, making them statistically superior despite their general lack of 1-range abilities. Another thing is that now bows get a weapon triangle advantage at 2+ range, but a weapon triangle disadvantage at 1 range. [spoiler=Magical]Radiant Dawn's trinity of magic system returns, with anima besting light besting dark besting anima and inside anima there being another loop, but it's a bit...different, as I will cover later. Light: Typically light has not been seen as a very useful magic type, but as with bows I wanted to change this. So while light magic is still easily the weakest weapon type in terms of might, including swords, it features some pretty crazy critical hit. For example, the basic light tome has 2 might but 15 crit, and that's the basic variety. They also have higher accuracy than even swords. Anima: Introduced alongside wind, fire, and thunder is a new sub-category (all sub-categories are of the same weapon rank, and some anima isn't a part of one) of anima, Water. Inside anima is a 'magic square,' where thunder beats water, water beats fire, fire beats wind and wind beats thunder. Each type also has different effectivenesses and statistics. Wind is effective against pegasi and is statistically similar to swords. Fire has no effectivenesses normally and is between swords and lances in term of hit and might, but there are many fire tomes with unique effects. Water is statistically similar to lances. Thunder is between lances and axes in terms of might, but features hit more like axes in exchange for having critical and effectiveness against wyverns. Anima is not only the middle ground of magic, but anima tomes have the widest range of effects of all magic types, doing things that previously only physical weapons did. Dark: Dark has to forms. One form is like axes. The other specializes in unique effects compared to anima's physical-inspired ones. As an example, nosferatu and luna both return, as well as several other new dark tomes having original effects. Staves: Status staves do not return. While staves are largely just for healing, there are a few rare staves that allow the user to perform very weak magical attacks for self-defense, but cannot be used to attack. Unless one of these staves is equipped or the only weapon available, a staff user will default to whatever other options they have. Finally, here is just one little thing: [spoiler=S-ranks]S-rank weapons return, but because training units to fit a multitude of roles and reclassing is available, how do you make them something not frustrating? Well, in this game, once someone reaches enough experience to have an S-rank in a weapon, but already has an S-rank in a different weapon type, they will be given the option to switch there S-rank to whichever S-rank they have which matches a weapon type their class has. What weapon the S-rank is can be switched freely outside of battle at the base. Having an S-rank in a weapon gives a bonus of 1 to final attack (so a minimum of 1 damage is dealt), and 5 to final crit and hit (so a minimum critical and hit rate of 5) GAMEPLAY UPDATE 3 [spoiler=Non-Human Classes]Since the very first Fire Emblem game on the NES, there have been groups with the ability to change from a human-like form into that of a dragon, and fight with incredible power for a short time. In Path of Radiance, they established the tradition of a group with more bestial transformations, which returned in the sequel and Awakening. But after Radiant Dawn, the group with a bird transformations disappeared from the series. So, with that, I have long had the thought that if I were to direct a Fire Emblem game, I would return a bird-transforming class. Heck, I even dug around to find a name for it. So with that completed, I present to you the three non-human classes I planned to have: [spoiler=Manakete]The Manakete are able to use a magical stone called a DragonStone to transform into a dragon. As a dragon they have a constant 1-2 range weapon in Dragon Breath, and statistically are closest to generals of all human classes. They do not have an armor weakness, like Generals, but have the weaknesses of a dragon to thunder magic and wyrm-slaying weapons. They can exceed Generals in both defense and resistance, and have higher raw attack. However, they can be even slower than generals in certain circumstances, and their lack of ability to use various weapons means that they might not deal as much damage or have as many options. Manaketes do have the most options of their beast and bird counterparts though. Awakening offered a meager 2 dragonstones, while here Manaketes have 6 to chose from. Each of the six (Dragon Stone, Fire Stone, Thunder Stone, Ice Stone, Wind Stone, Dragon Stone+) have advantages and disadvantages. For example, the wind stone counts as Wind anima in the weapon cycle and has the highest speed boost, thunder stone deals the most damage and counts as thunder anima, ice stone counts as water anima and boosts attack/defense the most, and fire stone counts as fire anima with the most skill and luck, so overall is the most accurate. Even the dragon stone+ doesn't beat the elemental stones in their strongest category, instead being a generally useful stone (if less accurate and shorter lasting than a regular dragonstone) [spoiler=Taguel]Users of the beast stones, taguel can only attack at one range most of the time, and are the most balanced beast class. They have more mobility and speed than a Manakete but not as high as the bird tribe, and are middle of the road in attack and defenses as well, minus low resistance. They only have 3 stones (Beast Stone, Fang Stone, Beast Stone+), with one (Fang Stone) being a killer weapon. Their advantage over other non-humans is similar to that of vanguards, they do everything well enough to be reliable and then some, and unlike birds and dragons don't have very many weaknesses, simply one to beast killing weapons. [spoiler=Vulceo]Vulceo are this games bird tribe, so to speak, and they can use bird stones to turn into giant birds like Hawk and Raven Laguz. They are statistically like thieves or swordmasters, trading a bit of power for mobility and speed. Being fliers they can cross any terrain but are weak to arrows and wind magic. They feature an impressive 4 stones (Bird Stone, Talon Stone, Hawkeye Stone, Bird Stone+). A bird stone is the basic variety, a talon stone is a brave weapon with more attack but less defense or resistance, a Hawkeye Stone which makes them weaker but more accurate and evasive along with granting a 2-range counter, and Bird Stone+ which is a short lived but all around good weapon. Now, all this would come with another change as to how stones would work. When a Manakete, Taguel or Vulceo has an appropriate stone, they have an option to use it with the 'Transform' command. Once selected you merely choose the stone they have you want them to use (reminiscent of selecting a weapon) and they will change into their animal form, with the boosts and combat stats of the stone being used. This is all very similar to a normal unit using a weapon except for one major thing: Stones work by turn count, not uses. If a stone has a 17 uses, that means it's good for 17 turns, not 17 attacks. But if a stone users stone runs out they revert back to their weak human form, and will not transform again unless they have another stone and you have them use it. It also means that if they see no combat that turn, the stone wastes a use. Stone uses can be saved by selecting 'Untransform' when ordering a transformed unit, where they revert to their human form. So there you have it! Just some random ideas I had for a potential FE game! So, please do tell me what you think, and all input is welcome.
  3. Okay, so. I'm pretty sure Vashi's rubbing off on me, because much like her, I've started dreaming of an FE game myself, though I have a bit more to start with than I believe that she originally did. A few things: 1. This uses RD's three-tiered promo system. Because three tiers are awesome. 2. Ideas in this post may be shittier than they appear. 3. Insanity is probably going to ensue from this. 4. Names will... probably not come to me through all this, so RNG is used. Setting The game takes place on the continent Peinsam (heavily based on England), which features a lot of lush fields and large cities, usually run by a governor that answers to the continent's kingdom, which is actually ruled over by four "lesser" rulers who more or less handle one quarter of the continent's major matters out of the central capital, Ciasioum. They are protected by a large standing army in each sector, and an elite fighting force known as the Eight Orders, with two members of the force hailing from each different area. [spoiler=Hulea] The northwestern area of the continent, Hulea, is the one that flourishes, primarily due to its much more manageable climate. This is where much of the farming takes place for the entire continent, and as such, trade and inevitably money flows into the area at a rapid pace. This is also the most notorious "bandit country", as with more money around, there are inevitably greedy savages who wish to get their filthy hands on as much of it as possible. Coincidentally, this area is also where our story begins. The area is ruled over by Pancras, considered to be the most loutish of the Four Kings. His primary M.O. is to lavish himself in his riches without any care in the world. His primary guardians of the Eight Orders are Driscoll of the Silver Night - a Ranger with superior skill with sword and bow - and Jeannine of the Corona Sunset - a Seraph Knight who is known far and wide by her golden mount and ruthless efficiency with the lance - both of whom are very serious about their duty and are considered to be more of the ruling party than Pancras is. They lead a very traditional army, filled with heavily armoured lancemen and horsemen of all sorts. [spoiler=Aunuam] Aunuam is the arid southwestern area of the continent, and is typically considered the weakest financially of the four due to the lack of natural resources. It does house some mining, and farming near the border of Hulea is becoming more and more common, but typically Aunuam relies on trade with the other three sectors to function normally. The military of the area, however, is considered to be the most elite of the group due to their wyvern corps and magical prowess, likely attributing to their Eight Order representatives. The sector is governed primarily by Lanny, considered a general coward considering the high-powered defenses that he has shored up in his area. However, he is considered to be an honest ruler, and has the full support of his people. His Eight Orders representatives are Theodore of the Rose Wing - a powerful Dragonmaster with crushing power with the axe and a natural charisma to ensure undying loyalty - and Regan of the Star Children - an Arch Sage with mastery over all magics and an insatiable lust for battle. [spoiler=Rallall] The northeastern territory of Peinsam is considered to be the most treacherous environment-wise, as it has many frigid areas and harsh mountain ranges that even experienced climbers would consider difficult. This natural landscape would normally pose problems for the people in the area in terms of economy, but they thrive off the cold and are considered to be a staple in the fishing and lumber trade of the nation, with their cold-water fishing and lush forests, cold as they may be. Their ruler is Calvin, the youngest of the Four Kings and arguably the most ambitious of the lot. His power lies in his ability to rouse his people if he needs them for any purpose, and the fact that he is the only one who remains a combatant if there ever arose a need for him to battle. The two representatives of the Eight Orders for Rallall are Tobias of the Eagle's Eye - a cruel and cunning Marksman who's bowmanship is unrivaled - and Roxanne of the Wild Cross - a Saint whose magic is rivaled only by her greed. The two make for an effective duo to aid in Calvin's ambitions. [spoiler=Gosche] The southeastern part of the continent, and the one that is most commonly used as the port of the area. As such, trade flourishes here, and the port is usually the first to be attacked in the event of another kingdom's advance. As it stands, the main cities of Gosche have been rebuilt several times; thus, their resources are lacking and more often then not the people in lower classes suffer much more than they should. The ruler of Gosche is Merrill, a shrewd man and the eldest of the Four Kings. Though his love of money is similar to that of Pancras, he does care for his people, even if he personally is unable to defend them from an invasion due to his age. The last two members of the Eight Orders, as well as the heads of Merrill's personal guard, are Basil of the Lodestar - a Gold Knight with great influence and a greater sense of justice - and Chelsea of the Gale Winds - a Trueblade who chooses to have her actions speak louder than her words. Player Units So Far Lords Recruit -> Commander -> Vanguard: Lamont Fencer -> Lord -> Noble: Rosalie Jade Edge Mercenary Group Mage Knight -> Sage Knight: Felicity Mage -> Sage -> Arch Sage: Cade Fighter -> Warrior -> Reaver: Elvin Archer -> Sniper -> Marksman: Brielle Mercenary -> Duelist -> Hero: Anita So... yeah. Uh... I'll figure out more stuff later, I guess? Mods, if this is the wrong place for this topic, then please move it.
  4. Hello! This here is a thread I started to discuss and help refine ideas I had for an FE game. So, why don't I start out? My plot frame: You have a Mercenary band, whom are hired by a kingdom (Lanex) to help them avoid being conquered by a neighboring kingdom (Akur) who is currently kicking their ass. Events ensue and we see that the king of the Akur (Albin) has a talented warrior and tactician (Cyth) leading his army, whom also seems to be very secluded. The player army eventually leads a counter offensive against Akur after being typical FE protagonists and kicking everyone into ash. In one timeline (ah la Awakening), the army goes in and defeats Albin, but Cyth starts a trap, incapacitating the mercenary force and allowing him to take control of Akur and lead a yet more successful military campaign, taking over the continents and (when they attack him once again) killing the original generation. This leaves the second generation alone in a desolate future, where the children, resorting to underground tactics, can barely put up a fight and are soon defeated by Cyth who, testing the power of a new incarnation of the Fire Emblem (Dark Emblem, a treasure hidden within the castle of Akur from a war many centuries ago), fucks up time itself and sends the children and a bunch of other things back to the past, just after the start of the original quest. The break in time causes a similar reaction to occur with the Dark Emblem in the past, and now a whole new chain of events have been set into action to motivate the rest of the game. Well, that was the basic outline of the plot. Of course, it's devoid of a ton of details, backstory, and the extensive character list I created (as well all the gameplay ideas I had), but I thought it was a good way to break the ice. So please, tell me what you think of this and any future updates I may have. All constructive criticism in great appreciated!
  5. I wasn't sure where exactly to put this... so it goes here for now. I think this is the best place for it anyway. Anyway, here goes. So for some strange reason I keep dreaming about another FE game. And while most of the dream's details are painfully fuzzy, I've managed to compile enough little details and pieces to actually do something about it, so maybe my brain won't harass me about it anymore. I have no idea what I'm going to do with this roster once I make it, but forget technicalities. Let's do this thing. So a couple of rules/notes: One, the roster layout I'm using is Awakening's first generation layout. Because Awakening has a couple of doubles that I can replace with other options, quickly. Second, the first generation alone is a pretty decent size for a Fire Emblem game. Third, this is all from a dream I'm having, so wishful thinking and improbability is abound. If so, point it out. Fourth, just because these are coming from my head doesn't mean you can't share some of your opinions and ideas either. You know me, I love opinions. Alright. List, go! Note that anything with an asterisk can be switched out for another class or removed, and any notes that are italiziced are recent. Lord: Terra Wind Mage: Windsor (... that's a terrible pun I swear.) Jeigan/Oifey: Chantal Priest/Cleric: Narcisse Red Cavalier Archer: Laurel Fighter: Demeter Green Cavalier Fire Mage: Amaranth Knight: Lachlan Pegasus Knight: Calanthe Myrmidon Thunder Mage Troubadour: Somnifer Thief: Nonery Pegasus Knight: Iris Mercenary: Olivier Manakete: Grima Jeigan/Oifey* Dark Mage Dancer Wyvern Rider Light Mage: Lorelei Pegasus Knight: Garnet Comment, add, theorize away, folks. :)
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