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Your ideas for a good strategical Fire Emblem game


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I would add in a few more weapon types (Light, daggers), and maybe some classes from other games (Master Knight, Baron)

I'd give Swordmasters, Berserkers, Snipers, and Generals a 30% crit boost.

Buff some classes to make them more useful compared to others (Example: Warriors compared to Berserkers)

I'd bring back the giant maps, but maybe add in some more enemies, because let's face it, FE4 would be the perfect game if there wasn't so much time between fights with armies

No pair up. It's broken.

Some skills, but nothing too special. Mostly FE4/5 and FE9/10 skills. Awakening had too many broken ones.

Arena in the style of FE4.

Triple promos like FE10, but some class trees would be different for different units (Example: One unit could be Swordfighter>Myrmidon>Swordmaster, another could be Swordfighter>Mercenary>Hero. Like Ayra vs Holyn in FE4)

A lot of new weapons, some with elemental properties that are like physical magic.

That's really all I can think of at the moment.

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crossbows being useless was a function of the way they were distributed

24 might with any weapon would be great in part 1, esp. since it's 1-2 range. the thing is, once crossbows become readily available, 28 might just doesn't cut it anymore

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Naval battles pls.

An overworld map that fucntions like any chapter of any FE game but it's only ships. You have 1 or 2 manned by your units and the stats depend on the units inside. The enemies have many ships. You can move in and board the enemy ship at which point the game transitions into any normal FE map. You can capture the ship and station units on board. This would weaken your main ship but give you more ships to work with. Or you can just sink the enemy ship, either from near or from afar with ballista and catapults.

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Naval battles pls.

An overworld map that fucntions like any chapter of any FE game but it's only ships. You have 1 or 2 manned by your units and the stats depend on the units inside. The enemies have many ships. You can move in and board the enemy ship at which point the game transitions into any normal FE map. You can capture the ship and station units on board. This would weaken your main ship but give you more ships to work with. Or you can just sink the enemy ship, either from near or from afar with ballista and catapults.

Getting into Advance Wars territory here.
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Considering real crossbows could pierce plating, being this weak in FE10 is rather hilarious.

Maybe if they were given even lower might, e.g. if each FE10 Crossbow had half their might(so ranging from 12-19 damage) with an armor ignoring effect like GBA Luna tomes or Glower in FE12.

Edited by arvilino
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Maybe if they were given even lower might, e.g. if each FE10 Crossbow had half their might(so ranging from 12-19 damage) with an armor ignoring effect like GBA Luna tomes or Glower in FE12.

The bowgun and crossbow should have lower might (6-10), but therefore the strength of an unit should be added. So these weapons work like the other physical weapons. It would be the fairest solution I guess.

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The bowgun and crossbow should have lower might (6-10), but therefore the strength of an unit should be added. So these weapons work like the other physical weapons. It would be the fairest solution I guess.

I am really opposed to giving Archer's proper melee. That's like balancing movement by putting everyone on a horse. They would be no different from any other class.

Rather then destroying what made Archer's unique, they should be given strengths that makes it worth keeping them around despite their drawbacks.

For example, since Archer's are offensive orientated they could get something like the Dread Fighter's Aggressor skill to increase their attack power on the player phase. Or they could get a selection of weapons that deal effective damage or even inflict status abilities. Or maybe they could get that fancy 3 range from RD Marksmen. There has to be tons of options to balance then as long as someone focuses on the class's strengths.

Edited by BrightBow
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Why would you give GENERALS a crit bonus? You meant sentinels I'm assuming, because that's...crazy.

Sentiels need it too, forgot about them.

I meant the promotion of generals, whatever it's called. I thought it would be nice to give them since they're usually considered the worst class, and I thought that people needed a reason to use them. There would be no general like Gatrie then, because he/she'd solo the game

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Sentiels need it too, forgot about them.

I meant the promotion of generals, whatever it's called. I thought it would be nice to give them since they're usually considered the worst class, and I thought that people needed a reason to use them. There would be no general like Gatrie then, because he/she'd solo the game

But Generals are a very different class. They are enemy-phase specialists, and their problem, like archers, is that they aren't really that great in what they're meant to do. Generals need:

A) The best durability, bar none. Their growths in those stats should also be among the best to ensure they'll not be easily overtaken by the RNG.

B) Passable speed. It defeats the purpose if they're doubled by the enemy's heavy hitters and so take more damage than other units.

C) Not that much in the way of strength. This is because they don't need it to do their job, and ensure they're not too overpowered relative to other units.

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Is it really all that different aside from units being generic?

You'd be surprised at how much of a difference having all generic units can make.
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That point taken, it's not what he suggested

But Generals are a very different class. They are enemy-phase specialists, and their problem, like archers, is that they aren't really that great in what they're meant to do. Generals need:

A) The best durability, bar none. Their growths in those stats should also be among the best to ensure they'll not be easily overtaken by the RNG.
B) Passable speed. It defeats the purpose if they're doubled by the enemy's heavy hitters and so take more damage than other units.
C) Not that much in the way of strength. This is because they don't need it to do their job, and ensure they're not too overpowered relative to other units.

And a set of situations that call for them helps a lot, of course

Edited by Rehab
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