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Come up with a potentially controversial gameplay mechanic


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55 minutes ago, Alastor15243 said:

I just can't agree with that, and I couldn't agree with that even if Conquest wasn't my favorite Fire Emblem game of all time.

Conquest is a fun game, but that think about that. We live in a world where I have to say that Camilla is featured in a fun game. It's like poisoning the soda.

55 minutes ago, Alastor15243 said:

If the three options are "keep going the way you enjoyed it", "stop entirely", and "keep going as something you don't enjoy anymore", I don't understand how the difference for you between 2 and 3 could possibly be profound enough to justify the loss that other people experience if they liked the outcome of 3.

If it is objectionable enough to keep from myself, it is worthwhile that I should wish others not suffer likewise.

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2 hours ago, Alastor15243 said:

Nobody has to suffer a game's existence, they can just not buy it unless they want to play.

Well to be fair it is a bit harder to unbuy a game after it's been bought. You can sell it again, but not probably not for profit. No one really knows how they'll enjoy a game until they've played it.

(that being said I agree with you, keep that this shit on proverbial life support for ever. Though maybe that's just tbecause I'm fine with modern Fire Emblem, I certainly wish the Simpsons had been cancelled two decades ago).

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8 hours ago, Jotari said:

We;ve already had that in Genealogy of the Holy War. *shudder* I've never once gotten Valkyrie in the second generation due to Claud being such a slut.

Kaga really did do everything first, so did characters just automatically support other characters at certain points or something?
 

6 hours ago, Alastor15243 said:

If the three options are "keep going the way you enjoyed it", "stop entirely", and "keep going as something you don't enjoy anymore", I don't understand how the difference for you between 2 and 3 could possibly be profound enough to justify the loss that other people experience if they liked the outcome of 3. If you actually are telling me that you would wipe out Awakening, Fates, Echoes and Three Houses from history if given a time machine and a plan, simply so that the series can in your opinion die with some dignity, I just can't agree with that, and I couldn't agree with that even if Conquest wasn't my favorite Fire Emblem game of all time.

I mean if it keeps going as something you don't enjoy, then it's basically confirmed that the series is pretty much dead to you if you really don't like the direction it's going, if it stops entirely for a while there's at least a chance that something you enjoy in some sort of revival would pop up.

 

5 hours ago, Alastor15243 said:

Nobody has to suffer a game's existence, they can just not buy it unless they want to play.

 

You don't know it's going to be terrible generally for a game you buy, (Since usually you wouldn't buy it in the first place.), I didn't know Awakening was the way it was when I bought it as my first FE game in 2016 and Three Houses was actually worse than my low expections when I was just getting into the series. (So I thought it was going to be terrible, played Echoes then and figured "Hey Echoes came out, maybe it's not that bad." then played it and thought "Wow my first impressions of it being terrible were actually better than this".)

 

Enemies can now Deploy Light Runes to block the player as well as use mines, certain maps have minefields.

Chests and such that can only be reached by having a Pegasus Rider fly a thief to them, either due to impassable terrain or "Elite" enemies with killer weapons and stats that are basically suicide to fight blocking the normal path to it, so you have to fly around them. (I know technically Night of Farewells did this but it's the only example I can think of and I actually forgot it was done when I first thought of this and even then a bridge appears eventually.)

Edited by Samz707
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44 minutes ago, Samz707 said:

Kaga really did do everything first, so did characters just automatically support other characters at certain points or something?

Well when you say support it suggests there's like a conversation or notification or something. Characters just become lovers at a certain point and it's up to you to check their stats screen to see who they've paired up with.

44 minutes ago, Samz707 said:

 

Chests and such that can only be reached by having a Pegasus Rider fly a thief to them, either due to impassable terrain or "Elite" enemies with killer weapons and stats that are basically suicide to fight blocking the normal path to it, so you have to fly around them. (I know technically Night of Farewells did this but it's the only example I can think of and I actually forgot it was done when I first thought of this and even then a bridge appears eventually.)

Kaga strikes again with chests you can only get by warping a thief to them.

Edited by Jotari
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2 hours ago, Alastor15243 said:

What, you'd have 5 range at 25 magic?

With just the square root yes, but when I said "function of Magic" I had adding a multiplier in mind. So if it was 5M you'd have 11 range, 3M you'd have 8 range, etc.

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On 8/27/2020 at 10:02 PM, vanguard333 said:

Certain chapters happen during thunderstorms, and the gameplay effect that this has is that all flying units have their movement reduced to 1 unless they dismount. Also, lightning will randomly strike certain tiles at the end of the turn, with these tiles being lit up during the turn as an indicator that the lightning will strike that tile. 

This sounds interesting, mate.


Romantic supports should factor chance. Every time a couple achieves a new Support Level, the suitor earns a greater chance of winning his lover’s heart. Some pairs have better compatibility, and therefore a greater chance of ending together, but no couple has a 100 % compatibility at any Support Level.
A man can only propose once per game to his intended. The woman may accept as early as their first Support Level, or decline even at their highest. This outcome is preserved across saves, to prevent save manipulation.


If the divine, holy Wheel is to stay, all previous misses should remain as misses, regardless of their original hit chance (to prevent manipulation), while all previous successful hits should be re-rolled.
Furthermore, after the first use of the magical, blessed Wheel, every use causes Hit -10 to the whole party for the entire chapter (as a deterrent.)

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On 8/29/2020 at 3:30 AM, starburst said:

This sounds interesting, mate.


Romantic supports should factor chance. Every time a couple achieves a new Support Level, the suitor earns a greater chance of winning his lover’s heart. Some pairs have better compatibility, and therefore a greater chance of ending together, but no couple has a 100 % compatibility at any Support Level.
A man can only propose once per game to his intended. The woman may accept as early as their first Support Level, or decline even at their highest. This outcome is preserved across saves, to prevent save manipulation.


If the divine, holy Wheel is to stay, all previous misses should remain as misses, regardless of their original hit chance (to prevent manipulation), while all previous successful hits should be re-rolled.
Furthermore, after the first use of the magical, blessed Wheel, every use causes Hit -10 to the whole party for the entire chapter (as a deterrent.)

Now I just imagine Florina and Hector getting together at their C rank.

 

Holy wheel spell magic now takes a single charge to go back a single turn, if you go back two turns, that's two charges gone, you can't rewind back to the start of the fight with a single charge anymore and it's never refilled for free, you have to spend some sort of resource to get more.

Mark is now a force deployed unit in Blazing Blade remake, he can't use any weapons so he can only move, use items and maybe support bonuses, it's also game over if he dies.

Enemies now actively place mines if they come back, have fun walking into mines, stopping you movement and hurting your units or Light Runes forcing you to wait a few turns.

Extra chapters where you get to play as the bad guy's side, so when you hear how some boss dude raided a village, you get to play that out and actively destroy buildings by visiting them (like enemies in the GBA games.) as well as just in general looting and pillaging.

 

 

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The AI can see the next RNs that will be used on the first attack, and will run it through the whole list of enemies in attacking range. It will pick the first unit that can crit, then the first unit that can hit, if possible; and if none of them can hit then it will choose the lowest damage dealer to take the miss.

On Lunatic hit rolls 1 RN above 50% and 2 RN below 50% for players, and vice versa for enemies. Crit is also rolled this way.

Fatigue system where if fatigue goes negative past a certain point the unit will pass out and become an easy target. Lords passing out is a game over.

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On 8/25/2020 at 1:41 AM, lenticular said:

Get rid of player phase and enemy phase and have all units have their own initiative order instead.

Collect clothes and accessories, play dress-up with your units, and receive bonuses based on the coordination of your outfit.

Instead of just double attacking if you have 4 more speed than your enemy, if you have 8 more speed you get to triple attack, 12 more speed you get to quad attack, and so on.

Child characters who you can only recruit if they are adopted by two parents in a same-sex relationship.

Get rid of the square grid and instead allow free movement in all directions.

These are all very creative, good job.

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If a unit's friend/lover dies, they can go Berserk and ignore orders and will charge directly into the enemy or cower in fear/freeze up in shock, in both cases you lose control of that unit for a few turns.

Fatigue is back, Your character tires out if they fight/perform actions too many times in a row, Imagine Echoes but you recover fatigue by waiting in battle but the stat-penalties for Fatigue now apply mid-battle instead of the next battle, instead of reducing HP, Fatigued units will suffer stat debuffs to their stats, so they'll be slower and less strong, so holding a chokepoint with one character will probably now eventually result in them being overwhelmed as they'll get tired out and overrun as their stats worsen, Fatigue will slowly restore on it's own over time and there will probably be items to reduce it. 

 

 

 

 

Edited by Samz707
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Have some units that are only obtainable under an in game gacha system (so no extra real life money needed like XC2). Eventually, if you try hard enough, you’ll get all of them but it’s just the matter of getting specific units during early or late game.

Edited by zuibangde
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I'm not sure it would remain recognizable as a Fire Emblem game, but here goes:

Lower the movement of units across the board, whilst also giving every unit 'super canto,' or the ability to move again after any action, including attacking, as mounted units are able to in Path of Radiance.

The idea here is that you would be able to 'kite' with ranged units, or employ hit-and-run tactics. For example, if the base movement was 3, you could have an archer 3 tiles away take one step forward, attack, and then retreat 1 or 2 steps back to safety. You would be able to do something similar with squishy melee units as well. Take your low durability swordmaster, have him run up, hack away, then retreat back to safety. It would make units with low durability but great offense viable in long duration battles. High durability, low offensive power units would similarly benefit from the system, as they could frontline for your damage dealers without ever needing to do a tremendous amount of damage themselves. Currently, if the unit can't take damage or dish it out, it's not considered a particularly good combat unit. This system would allow for unit specialization beyond things like flier utility.

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11 hours ago, Stylus said:

Lower the movement of units across the board, whilst also giving every unit 'super canto,'

That's kind of neat, actually. Very controversial sounding but it also sounds like an idea someone would suggest because they thought it was good.

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15 minutes ago, vanguard333 said:

I suspect that this would be controversial:

A custom protagonist that can achieve s-support with multiple characters at once, with all the gameplay benefits, and the protagonist is the only character that can do this. 

Goodbye, Waifu Emblem. Welcome, NTR Emblem.

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12 hours ago, Maof06 said:

Goodbye, Waifu Emblem. Welcome, NTR Emblem.

So FE Awakening but you play as Chrom?

25 minutes ago, vanguard333 said:

What does that stand for?

Google: NTR: Netsuzou Trap, a manga series. netorare, Japanese term for infidelity / cheating as used in hentai media, congrats on losing your innocence!

My idea (partly born of frustration with FE green units, such as the early chapter in Three Houses with both fog of war and escorting green units), is that even if we can't control them directly, at least most of the time let us give them basic commands, like telling a generic green soldier unit to stay put and not move so I don't have to waste a divine pulse when he runs into the range of 2 soldiers and a knight at once, at least just let me tell them to stay put/retreat.

 

 

Edited by Samz707
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On 8/28/2020 at 12:28 AM, Samz707 said:

 

Enemies can now Deploy Light Runes to block the player as well as use mines, certain maps have minefields.

Radiant Dawn had enemies deploy Light Runes on Mekkkah's bridge...

5 minutes ago, Samz707 said:

My idea (partly born of frustration with FE green units, such as the early chapter in Three Houses with both fog of war and escorting green units), is that even if we can't control them directly, at least most of the time let us give them basic commands, like telling a generic green soldier unit to stay put and not move so I don't have to waste a divine pulse when he runs into the range of 2 soldiers and a knight at once, at least just let me tell them to stay put/retreat.

Tellius strikes again, although they had those units be yellow instead of green.

 

 

As for a controversial mechanic for the thread, how about have characters that can S support with some characters, but not with the avatar. Once they don't have to accommodate every character being able to S support the avatar we might see things like gay/lesbian characters, or characters with a 'type', etc.

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On 9/3/2020 at 9:12 AM, Samz707 said:

Google: NTR: Netsuzou Trap, a manga series. netorare, Japanese term for infidelity / cheating as used in hentai media, congrats on losing your innocence!

Thanks. Now I will do everything I can to forget this so my innocence can be preserved. 

 

On 9/3/2020 at 9:23 AM, Eltosian Kadath said:

As for a controversial mechanic for the thread, how about have characters that can S support with some characters, but not with the avatar. Once they don't have to accommodate every character being able to S support the avatar we might see things like gay/lesbian characters, or characters with a 'type', etc.

I like this idea; having some characters that can't s-support the avatar makes a lot of sense. 

Edited by vanguard333
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A singular storyline with a bare minimum of maps as the base game – something like 14-18 maps. In exchange several optional story paths that deal with specific regions and factions of the world over the course of some 2-5 maps. Completing these optional stories unlock new and possibly unique characters, items, weapons, classes. Additionally, not completing these story paths could lead to some base game maps having additional enemies and reinforcements from the very regions you chose to ignore – for example you didn´t liberate the vassalized state of X, hence their troops back up the enemy Kingdom of Y. That may also be used for a system centred around reputation– completing maps after a story path has been played may increase your relationship with a faction yielding additional resources after finishing the map.

Also, maybe instead of playing these story paths as your own army, you take the POV of the faction that you aid – which may or may not be interesting for storytelling and also serve to gain a first glimpse of the characters, items, weapons and classes that you will gain access to.

And, unless there are significant story related reason have a mercenary system in place, that allows you to gain access to some of a regions units – say you could recruit a rebel leader who is actually a knight in hiding from one of these regions, but you wouldn´t be able to recruit their royalty as they are held hostage. Just so that skipping a region because maps that are part of it are obnoxious to some players doesn´t completely shut them out of it.

Edited by Imuabicus
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I'd like some sort of Village and Town management system like Actraiser for SNES, or the city menu in Berwick Saga.

A world map where you can go back and visit past villages and towns, and help the people to upgrade buildings etc, and little quests for villagers.

Each village could have its own unique thing, like one could hold an archery tournament where you get a great bow for winning it. (Like the Silver Bow of Duadon in Lone Wolf)

Some system where you could spend hours tinkering around with the minutiae of each town or village, helping them prepare for bandit attacks etc.

Edited by Alph
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