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Topaz Light

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Everything posted by Topaz Light

  1. Yeah, I see. I've kinda got my eye on the "Citizen" slots, since those are likely far easier to replace, being swappable with other various generics. (For instance, Ephidel can become a random Morph, since his stats are never viewable anyway) Although, part of me wants to use that last little slot just because I can, although I can see where that'd be sort of ill-advised.
  2. Astra is awesome when all five hits are allowed to land. Activating Sol is amazingly relieving when the user is low on HP. Aether just because of how much power is packed into that one skill. Lethality is just cool, even though in my experience it's usually not needed. Galeforce, because moving again without a Dancer/Bard. Despoil is always satisfying. I love it when my characters are able to pull money out of nowhere.
  3. My understanding of tsunderes has them as characters with both hostile/snarky and sweet sides, with one being how they usually portray themselves and the other being hidden away most of the time. Taking that as the definition, I like that sort of character, because when the hidden side shows itself, it's a lot more meaningful than when a character who has that as their default personality acts that way. Now, I don't like all tsunderes; those that come off as generic/whiny/unjustifiedly-violent (especially if the latter is more or less ignored by the cast and story), do tend to rub me the wrong way. It also really, really helps if they actually get some genuine character development, and don't just revert back to their initial behavior after apparent "breakthroughs" in said development.
  4. Hey, I'm working on a little project regarding FE7 and I was looking to add a few characters without removing anyone. In particular, I noticed the large number of "civilian" entries; are all of these used? Would it be possible to edit them into playable characters and bosses without screwing over some event midway through the game (or causing that event to screw up that character's presence in your party or something)? Also, is there any way to edit entries 0xFE and 0xFF? They're just hanging out there at the bottom of the character list, completely blank, but they're unselectable when a ROM is loaded. What's the issue there?
  5. You can have up to 20 total SpotPass, DLC and/or StreetPass characters on your team at one time, and you can store as many as 99 of those same types of units in the Avatar Logbook, from which they can be recruited for twice their (theoretical, in the case of DLC) parley recruitment cost. The characters recruited from SpotPass paralogues are counted as normal team members (like the ones you get in the main story) and do not occupy supplementary party member slots.
  6. Funny you should make this topic, I was just thinking earlier today how it'd be neat to have a Fire Emblem game with Tiki as the villain. (Obviously based on the whole prospect of her going insane and trying to kill everything) Of course, this would have to be a twist in the plot rather than something made clear early on, but it would definitely be a punch in the gut for fans of the Archanean/Akaneian continuity. EDIT: Wow, that sounded far more malicious than I meant it to. Anyway, FE doesn't have nearly enough emotional gut-punches. Get like Mother 3, Fire Emblem.
  7. You could have some of Gen 1 join/stay with Gen 2, others could become preoccupied with something that prevents them from joining the fight directly (ruling a nation, fighting battles elsewhere, or maybe one or two of the 1st-gen girls are pregnant again or something?) while still others could be dead or even may have defected to the enemy side. A wide spread of 1st-gen character statuses in the 2nd-gen would certainly be an interesting idea.
  8. Haha, well, she wouldn't really have anything against men, (at least not in particular) but she would certainly hold her own and be every bit as badass as the other FE heroes. And, she would weild lances as her main weapon, instead of being effectively a Chrom/Lucina clone. I suppose she's like Ephraim in that regard. My basic outline for the beginning bit of a plot has her as a new recruit/mid-low ranking member in some guard or local militia, who, after a few missions, is assigned to a small platoon. Her platoon ends up running into a rather urgent trouble (one that would entail them being unable to retrieve help without running out of time before the help arrived) that turns out to be larger and wider-reaching than the realize, and before they know it, they're far separated from their main group, with rumors of the main group's safety being less than reassuring. That simple mission that began as a simple attempt to do what they could in an urgent situation ends up wrapping them up in a grand plot threatening the entire continent. By the way, this story would be something like a hybrid of Blazing Sword's and Path of Radiance's; starting out on a small scale, it turns into an all out war later on, but there would be many personal elements to the story as well; Ike's nemesis...ship... with the Black Knight, and Eliwood's search for his father, to name a few examples. I should hope that it would be a very intriguing, riveting, and adventurous story. Also, you may not have seen the last of the main group near the beginning of the game, so keep your eyes peeled for familiar faces!
  9. Hmm... [spoiler=Warning! Wall of text incoming!]I'm not entirely sure what it would be in relation to the rest of the series. It would probably either be to another FE world as Awakening is to Archanea/Akaneia, or it would be completely new, in its own world. I'm leaning towards either long after the Elibe saga or starting a completely new saga. The main lord would likely be a girl, and would probably vary from the traditional "Lord" class, in that she would wield another weapon type besides swords (maybe lances?). She would also likely not be of noble birth, either, in the vein of Ike, so hopefully this game's main character would be able to stand out from the rest of the series'. I would return supports to FE6~9 style, with limited options per character, so I could focus on the most interesting character/character interactions. Basically a quality-over-quantity-type thing. Of course, there would be paired endings for almost, if not all, of the potential support pairs. I would also reintroduce FETellius-styled Base conversations, so as to involve more characters in the happenings of the plot than just the main character and a few other important people. Make the story deeper than Awakening's and very character-driven, with interesting and developed antagonists as well as protagonists. I'm not really sure what to do about reclassing... Probably, since Gaiden/Sacred Stones/Awakening-style world map navigation wouldn't be a thing in my FE14, I would have it work like in Shadow Dragon/New Mystery, but the options available would vary by character like in Awakening. Of course, there may well not even be reclassing. Skills would be far more character-based than class-based. Characters in general would be made such that they were quite distinct from each other, even within the same class. For example, the Red Cavalier and Green Cavalier would preform noticeably differently, giving you a broader selection of reasons to use (or not) either or both of them. Bronze, Iron and Steel weapons, normal, El- and Arc- tomes, and Heal and Mend staves would be the only equips in infinite supply in the game. All other weapons, tomes and staves would be more precious, only appearing in limited quantities in certain shops and otherwise only obtainable from villages, treasure chests or defeated enemies. Weapons would generally have higher durability than in other games, though, (40 for Steel, 50 for Iron, 60 for Bronze, etc...) in order to avoid characters becoming unarmed due higher overall enemy quantity resulting from the following... Instead of the World Map system, I would see about implementing an FE4-style huge map setup, with enemies placed such that there were minimal droughts of nothing but moving units. Before and after major battles, and during map transitions, there would be a bit of omniscient narration a la not-FE2-or-13's overworlds. These "major battles" would have varying objectives, whereas they would be accessed by "seizing" their locations (castle, village, temple, etc...) from the larger maps. Due to the huge maps, mounted units would be rarer, and enemy formations and weaponry would be set up such that simply sending your riders in to do all the work by themselves would be highly inadvisable most of the time.. This would be done to prevent the game from becoming too unbalanced in favor of mounted units. Arenas would be present, but they would be rare, and likely only be fairly out-of-the-way in the larger maps and only in a few of the smaller ones. Sidequests would be present in the form of optional "major battles" and optional objectives on the larger maps. Previous criteria would usually need to be met in order to play the sidequests, although sometimes, this may just mean sending some units out of their way to the area in which the sidequest would take place. Bonus EXP would return, and would be available to distribute to units at the preparations menu. Also at the preparation menu would be an armory selling Bronze weapons and base-level tomes and staves. The trinity of magic would return, Radiant Dawn-style, with the Dark beating Anima beating Light beating Dark, and the smaller Nature trinity within Anima. Any "storyline deaths" playing out on the world map (like Quan and Ethlyn's in FE4) would be preventable, and the game and its story would adapt themselves if you did manage to save them- or, of course, if they just got ludicrously lucky and survived on their own. At least one member of every class that wasn't unique to a specific nonrecruitable character (think Nergal's Dark Druid or Lyon's Necromancer) would be able to join the party. There would be "A or B" routes that didn't wuss out and give you everything important from one route even in the other. (I'm looking at you, Sacred Stones) There may be some universally-recruitable characters who happen to join during the split, but there would definitely be characters and items that are mutually exclusive in a single playthrough. and I would put a pair of mutually-exclusive characters on each others' support lists just to be a dick Forging would be a thing, but you would need to forge weapons at Armories and tomes and staves at Vendors. Oh yeah, and you'd be able to forge staves, too. You can increase their healing potency and maybe add a special property to the staff as well (like a temporary stat boost or something). This would be more costly than forging offensive gear, though. When forging, you would be able to choose to modify an existing weapon from the recipient's inventory, or start from scratch, in which case you choose one of the items stocked in the store to forge immediately before it goes into the customer's inventory. Choosing a weapon in limited supply to forge from scratch counts as buying one of that weapon from the store. Custom gear can once again be recolored, in addition to being renamed and having stats modified. Stat modification would work Awakening-style, with the coin function from Radiant Dawn implemented as well. Radiant Dawn's terrain additions, like climeable ledges, would be present, along with the GBA games' destructible terrain elements and Path of Radiance's ability to attack doors instead of opening them. Some of the aforementioned climeable ledges would have ladders, vines or rocky footholds along them, allowing for units to climb them. Without good footholds, these ledges can only be climbed by units of certain classes and/or with certain skills. Fliers could obviously simply fly up. Horseback and heavily-armored units cannot climb ledges at all, and will need to take another path. Of course, having the high ground would give you the advantage in combat. Mounting/dismounting would be present once again, with units needing to dismount for certain indoor battles (only required if the indoor battle involves very tight spaces; a palace with wide open halls would not require dismounting). Fliers fighting indoors would suffer reductions to their innate evasion bonuses. Specifically indoors, though; if they're fighting outdoors even in a primarily-indoor map (like, they engage an enemy in a small courtyard or something) they would still receive full flier evasion bonuses. There might be very rare items and/or events that allow units to wield an additional weapon type. These would be few and far between, totally to maybe three or four in the entire game. They would be difficult to unlock, and a few may be restricted to only giving certain weapon types to certain characters. Characters would have a lot more of their own events on the overworld; some easy to get, some tucked away in remote corners of the map, and anywhere and everywhere in between. These would likely take the place of event tiles and can have multiple effects, from free level-ups to free stat boosts to items and relationship boosts. There would also be certain villages and houses that would yield different rewards depending on who visited them, so there would be a lot to discover. The preparations menu would be available at the beginning of each major battle, as well as the beginning of each larger map, allowing you to alter starting formation and inventories before jumping in to the adventure. Smaller-scale major battles require you to select a smaller number of units to bring, whereas the Select Units option is unavailable for the larger maps and everyone comes along automatically: it's not as though they really have anywhere else to be, after all. There would be various events that would go on all over the larger maps, encouraging you to split the surviving members of your complete team into smaller squads and make use of everyone you've got to investigate what's going on. When a major battle commences, characters who are too far from the action (calculated as "cannot reach destination from current location in X turns or less, so a Cavalier could join from further away than a Knight, for example) cannot take part in that battle, but will rejoin your team once the map is cleared. In Casual mode, you can make Radiant Dawn-style Battle Saves instead of Suspending, whereas in Classic mode, you'll have to either Suspend or make use of FEDS Save Points, map transitions and the preparations menu for your saving needs. As what Gone2Ground said, an effort would be made to reduce the inferiority of range-locked units. tl;dr: The Lord would be a girl, story would be deep and character-driven, gameplay would be a hybrid of Gaiden, Awakening and Genealogy with GBA and Tellius terrain elements. All non-character-specific classes would be recruitable. There would be branching routes, forging, GBA~GC-style supports and all sorts of secret stuff. Skills would be a thing and would be used to make units more distinct from each other. Reclassing would be a hybrid of FEDS and Awakening. Bow specialists wouldn't suck. ...Yup, I think that's trimmed down enough. If you want to see all the juicy details, though, check out the contents of that delicious spoiler above. EDIT: The text in the spoiler wants to be bold for some reason. I guess I'll let it win this round.
  10. So, it seems there's yet another one. Copyright Alert System, or CAS. Its effect is basically to allow major internet providers to watch your downloads and, if you're caught downloading anything illegally, (this includes things like ROMs, movies and episodes of TV shows) they can slow your internet down or worse. The petition to stop it is here. This is getting seriously annoying. Really.
  11. Um, not to burst your bubble but that's actually Apollo from Final Fantasy Legend II/SaGa 2.
  12. I believe I can answer this; they're Nintendo prepaid cards for their systems' online stores (Wii Shop Channel, eShop); they cost either $20 or $50 and there are codes on them that can be redeemed at the aforementioned online stores for store credit equal to the cost of the card. They come with a number of different designs based on various classic Nintendo series. These are the designs available with Fire Emblem themes.
  13. I also noticed this, although I'm not really sure it warrants a big public notification like this. It is neat that they're using Clair's OA design, though, so she doesn't look nearly as much like an copy of Caeda or Catria.
  14. I like the Tiki and Nowi one most. It's... Cute.
  15. Nah, not really. Besides, you're not actually killing any of them, near as I can tell; just running down their stamina so they get sealed up back in their cards. Although there are times when I can't help but notice certain enemy-NPC matchups (Eliwood vs. Roy, Marth vs. Caeda, Eirika vs. Ephraim, etc.); overall it's really not any worse than the rest of the game, I don't think. Besides, you get a card of your own to summon one of those heroes at the end of each battle, so if nothing else at least you can ensure they're on the winning end of all future battles, as well as having them on the same side as their loved ones as opposed to against them. If anything, I think what's most disturbing is the implication that (correct me if I'm wrong) being resealed in the cards resets their consciousnesses. That sounds pretty terrible to me, to never be able to truly retain any memories, friendships or any of that. For this reason I always liked to imagine that the Einherjar that joined up with my team weren't resealed after any of the battles and they just got to sort of roam around and socialize with everyone. Seems better that way. To me.
  16. This topmost post is irrelevant to the current subject of this thread. New subject matter (regarding CAS) starts here. The petition to stop CAS is here.
  17. I read "BARTRE IS HANDSOME. BARTRE IS STRONG." to the tune of "Like a good neighbor, State Farm is there" in my head. I'm not sorry. That said, this is hilarious. Do go on.
  18. If/when people actually get around to being able to play and hack 3DS ROMs, I think some pretty awesome stuff could come of it, for sure. It would require a lot of effort compared to the 2D installments to make a new game, though, unless you wanted to just construct all your new characters out of Avatar pieces. That still leaves the new maps, though, if any were to be implemented. Personally, I think it'd be neat to see some homebrew DLC for Awakening. That's be awesome.
  19. Ahahahahahahahahahahahahahahaha. Now I feel like an idiot...
  20. Hey, welcome! It's neat to see someone else who is interested in both Fire Emblem and creating video games! Which FE game was your first? Also, your (user)name reminds me of Golden Sun. This is a good thing.
  21. AHA!! Got'cha now, you elusive mite! ...Ahem. I found out that this little animation plays in the top banner of the forums, so I screencapped it to show all you good people who've yet to see it or who just want it screencapped or something. I don't know. Enjoy!
  22. Oh, I have plenty: Chivalry: Hit, Avoid and Critical Avoid + 10% against an opponent who can counterattack. Opportunist: Hit and Critical + 15% against an opponent who cannot counterattack. Arms Expert: Super effective damage multiplies Might by 3 rather than 2. Mug: Attempt to steal an item, attacking in the process. Item is selected before Mugging is attempted, and if the user's attack hits and deals damage, the item is successfully stolen. If the Mugging kills the selected opponent, the user may steal any additional item of the player's selection from the fallen target's inventory. A Mugging unit attacks with their skill and speed halved. Boss enemies cannot be Mugged. Grudge: Hit, Avoid, Critical and Critical Avoid + 10 against an enemy who survived a battle against the skill holder. Chase: If the user fails to kill an enemy on their turn, they can move again. This skill can only activate once per turn. Parley: Convince an enemy to remain neutral (immobile and inactive) during the fight. Attacking reverts the enemy to their original AI. Enemy still counts towards the headcount in Rout missions. Recruitable enemies must still be recruited through their respective means. This skill does not work on boss enemies. Success = ([user Luck x Leadership x 2] - [Enemy Current HP x Leadership])%* Persuasion: Convince an enemy to aid you in battle (become an NPC/Partner unit). Enemy no longer counts towards the headcount in Rout missions. Recruitable enemies must still be recruited through their respective means. This skill does not work on boss enemies. Boss enemies or enemies of a higher promotion tier or Leadership can sway persuaded enemies back to their original allegiance. Success = ([user Luck x Leadership] - [Enemy Current HP x Leadership x 2])%* *Remove Leadership from calculations if the stat is not present; if the user also has Charisma, or if the user has Demoiselle and is attempting to use Parley or Persuasion on a male enemy, the skill's success rate is doubled.
  23. If they made a Fire Emblem Fighter and didn't include at least one Fighter I would be disappointed. I think it would be neat to see some perhaps more minor characters as playables, though. I can hope it would happen, but at the same time I doubt it.
  24. Geh, I didn't really like the Valm arc much. It really kind of seemed like; "and now for every Fire Emblem plot ever" for no good reason. Yen'fay tried to be Camus but failed miserably, Cervantes was admittedly hilarious, and Pheros somehow managed to be even less memorable than Yen'fay, despite her station putting her on par with the Four Fangs or Daein's Four Riders. Excellus was pretty much the most interesting villain in that plot; he, at least, had some good screen time and was witty enough that his lines were fairly entertaining to read. I really think the plot as a whole would've been better if they had proper base conversations (which would sadly involve *gasp* not being able to back out of storyline maps once you started them), recruitable characters on the whole had more ties to places and characters important to the main plot beyond simply being "Chrom's Posse", and if they had cutaways to the villains who weren't named Validar from time to time. Also, I would've much preferred the Valm arc (and the storytelling in general) to have much more PoR inspiration, but I love 9's storytelling, so... Basically, plot would've been better if it were more character-driven on the whole, as opposed to just "There is evil afoot we must stop it". Also this is just a nitpick but I don't like how the sidequests don't get proper cutscenes.
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