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Bhoop

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Everything posted by Bhoop

  1. Currently in college, left all my gaming consoles and portable devices at home to focus on studies, but I'll do this~ sooner or later...
  2. I'd like to bring up Forging, what do you guys think about it? Echoes style, FE9 style, Awakening style, Fates Style, or something else that I'm forgetting? Personally, I like the FE9 style the best.
  3. I'm definitely gonna have to agree on Boob armor + some other stuff regarding animation/art. It honestly, even with Echoes, feels as if the way the 3DS animations were very unrealistic. I actually kind of like fog of war, but they definitely need to work out the kinks in it. Desert maps are a no-no. Story and Better World Building is very much needed, as well as better personalities for bosses, so that they are considered gray instead of black, even among the playable cast. I'd actually like a smaller cast of playable characters, somewhere around 20-30ish with very in depth supports rather than just quick conversations on the battlefield or in the barracks. (like instead of the standard C B A S supports, something similar to the bonding in Fates, with maybe...10 or so conversations. It's a stretch, so it'll probably never happen.) They definitely need to balance out all the classes, and balance out the stats as well. Weapon durability I'd like to keep, but more balanced. Realistically, weapons do break, and they should be repairable. Fanservice characters are fine (Lemme explain), but their "assets" shouldn't be immediately the main focus of their in-game sprite/art. Official art, go for it. Not only that, their "assets" (I think that's the wrong word for the context of this sentence) should be a vital part of who they are as a character, and that should be reflected in their animations, supports, etc. I'm fine with loli manaketes...as long as they ACTUALLY ARE UNDERAGE and there are more than one of them, and they don't play a vital role in the story whatsoever(similar to Nah from Awakening)... Though I prefer what they did with Tiki in Awakening, and maybe even Bantu from Shadow Dragon, but not in terms of their story roles. I feel as if there should only be personal skills rather than class skills, all based on the supports that are made throughout the game and maybe through the storyline for the main characters. I'm fine with an avatar...if they are a completely clean slate with no heavy story impact. They should be fully customizable, to the point where choosing their personalities will change their supports. I'm fine with the concept of a dancer/bard, meaning a unit that is there to support in battle, but not in the healing way. I'm not entirely sure what this unit could be, but I do agree that the way the dancer/bard work doesn't really sit right with me either. When it comes to Critical/skill cut-ins...they should flow with the animation rather than being a cut-it. They should be saying their one liner as they are in the middle of their battle animation. (Don't know how this would work, but it sounds good...in my head at least). And props to Armagon to bringing up status effects. Please bring them back to the point where they do something. Berserk and Sleep are honestly pretty useful. Poison is...well...should be a lot more harmful...like in Bloodlines... and it should inflict some type of stat debuff as well. In terms of all of the stuff in this which I haven't mentioned yet... Marriage--Max support Rank, I agree, though (AND I MEAN NO OFFENCE TO ANYONE WHEN I SAY THIS, PLEASE KEEP AN OPEN MIND) I feel as if same-sex marriage shouldn't be in Fire Emblem because of its "medieval/fantasy" society. Children...Sure...but no deeprealm/outrealm/going-back-in-time bullshit please. Warping Witches+Ballisticians+other miscellaneous classes, please, do return...with being much better balanced in terms of stats and AI... World map...Well, you should definitely be able to interact with past towns and stuff, and the way Echoes did it was alright, though I'd like to see the player being able to camp out in a random-ass forest and the like on the way back from a not-very-pointless side mission. And yes, this is to recover from FATIGUE, literally the best concept I have seen thus far in Fire Emblem, though it does, like a lot of other things, need to be balanced. Anna Anna Anna Anna...Such a big staple in the community and in the world of Fire Emblem. I'd like to see her back to being a sort of mysterious person, and of course, an NPC. Though in Awakening saving an Anna was certainly a good idea, which I'm sad to see that they didn't keep. Bonus Experience is nice, don't get me wrong, but it doesn't make sense. What kind of experience (in terms of the context in the world of Fire Emblem) is bonus experience? Now if it was something like what Fe7x has with the arena in the base, I'm all in for that, because that is essentially bonus experience that makes sense. Capturing Units. Another great idea, such a shame to see it absent in the series for so long. Fates butchered it, in my opinion. I think I'm done...for now... EDIT: Player Worship definitely needs to go away, Now when it comes to weight...The way it works in GBA is ok...and POR/RD did it slightly better, but I feel as if Echoes did weight the best. I'll be happy to see it return...in term of the Echoes style.
  4. In answer to your question, they'd probably just have three promotion branches into paladin, each one containing a different weapon type other than the one they already knew. There might be a better way to do it but IDK. As for my question, It'd be "How hard would it be to implement Elincia's skill MERCY from FE10 in gbaFE?" Let's just say that's a simplified version of: "How hard would it be to implement Elincia's skill MERCY from FE10 in gbaFE, with a few tweaks--If the opponent would be killed theoretically by the person with the skill, they are immediately quote-unquote "assassinated" where the MERCY part is putting them out of their misery (probably applies to enemies under about 40-50% health I'd say). and if they are above that Threshold, they are SPARED (meaning they don't die) but they still leave the battlefield due to the MERCY of the unit with the skill MERCY. There would be an invisible counter to see how many people they mercy-killed versus how many people they saved, and when the time comes, this would affect the character personality/ story in some way?" xD Ok I'm done now.
  5. I can help with writing, just lemme know if you want me on board!
  6. Oh my, Thank you so much!
  7. For reinforcement and events and stuff like this, I'm pretty sure Mr. 7743 put some links on how to do that to the FEBUilderGBA thread here:
  8. Any type of lycantrope (correct spelling??) can exist.
  9. It's a cool idea. Can't say I have the time to think about this extensively at the moment. Also, what do you mean by "Au"?
  10. Just a random question~ Are the trial maps future chapters? Meaning, for example, trial map 1 will be a major chapter in part 2 (obviously balanced to the players stats)? Or are they simply intended to be similar to Prologue chapters to recruit extra units + uncover extra story + character development?
  11. Correct me if I am wrong, but supports are not in, I believe.
  12. So, by free to use, meaning anyone can use them? Meaning, If I wanted to use them in a hack I'm making, I would just have to credit you, correct? (Sorry, I'm dumb :/)
  13. Then again, Fates and Awakening did the lazy ass throwing axe animation without them coming back, so I guess throwing swords could work, I just don't like it.
  14. But, the way Radiant Dawn does it, even with Ragnell and Alondite, makes them seem as if they should be magic at 2 range. throwing swords doesn't really make sense, because no one carries multiple of the same sword just to throw them. They aren't also physically made to be thrown. And when you throw the gun in Smash Bros, it does minimal damage. Note: I've played games where javelin throwing was explained by carrying multiple javelins in a quiver similar to a quiver of arrows, except for javelin. Yes, they would have to be made out of some type of metal. I mean, if hand axes and tomahawks work as heavy boomerangs, I'm sure metal boomerangs wouldn't be a problem in Fire Emblem.
  15. Yellow. Was working on homework while listening to nightcore, and The Legend of Link comes up, so I start jamming out of course, why not, right. Then it came to me. Axes and Lances have 1-2 range weapons that make sense physically, somewhat. Swords don't, though they tried in Radiant Dawn and Fates. I don't know the general consensus on what people thought of the 1-2 range swords in those games, but eh. SO why not have boomerangs as the 1-2 range weapons for swords? Thoughts?
  16. It is never specified how old each Anna is...That is something that I would love to see, and pay too.
  17. NOTE: I am not entirely sure where this question goes...apologies for being a dumb-dumb. (I did search Resources and Questions, didn't find anything). So I am remaking fe8, and recently got my hands on circleseverywhere skill patch. I applied it to a clean rom and added my changes that were already implemented on my other rom (it still does not have skills, it is technically now a backup). Prologue: I added reinforcements and more enemies and allies and a map change, no problems. chapter 1: I removed the reinforcements, and a map change, then updated the rom using FEBuilderGBA. No problems. I then added more enemies...and I got the following stat reductions on all five of the playable units (here are two as an example). Apologies if this is a simple fix, I know next to nothing about stuff like this...And apologies in advance for wasting your time.
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