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Wishful thinking: Fire Emblem 14


Knight
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I actually just had a really cool idea for a newish take on the two-generation system.

Limited pairing options for each character, a la FE6~9, but each potential couple has (an) entirely unique child character(s) that they produce, and what becomes of each potential couple and how and when you recruit the kid(s) varies as well. It'd take a while and probably end up with a ton of characters (and also make supports waaaaaay more important to the game, since they'd actually affect the main plot slightly in some instances), but if done right I think it could be completely awesome.

to prevent the issue of variable children screwing the story too much in regards to the main characters the 1st gen lead could be a girl who gets around and she's already preggers at the start of the game and just doesn't know it

in this case her baby would be a bastard child thus adding another little wrinkle to the second generation plot

her death would give you game over anyway so it's not like the plot could be screwed over that way

Or just have the plot of the main character and his/her family be static despite the others being dynamic. Although, you've gotta admit, a Good Bad Girl/Hooker with a Heart of Gold protagonist would certainly be an interesting departure from the FE norm, if nothing else.

Edited by Starlight36
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I actually just had a really cool idea for a newish take on the two-generation system.

Limited pairing options for each character, a la FE6~9, but each potential couple has (an) entirely unique child character(s) that they produce, and what becomes of each potential couple and how and when you recruit the kid(s) varies as well. It'd take a while and probably end up with a ton of characters (and also make supports waaaaaay more important to the game, since they'd actually affect the main plot slightly in some instances), but if done right I think it could be completely awesome.

to prevent the issue of variable children screwing the story too much in regards to the main characters the 1st gen lead could be a girl who gets around and she's already preggers at the start of the game and just doesn't know it

in this case her baby would be a bastard child thus adding another little wrinkle to the second generation plot

her death would give you game over anyway so it's not like the plot could be screwed over that way

Or just have the plot of the main character and his/her family be static despite the others being dynamic. Although, you've gotta admit, a Good Bad Girl/Hooker with a Heart of Gold protagonist would certainly be an interesting departure from the FE norm, if nothing else.

That's um... different... well I don't know if I aprove I don't relly think child mechanics have ever worked in FE... I want to pair charecters based on how THEY get along not some potential offspring...(this was one of my major complaints w/ Awakening and why I don't want to play FE 4... :( )

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That's um... different... well, I don't know if I approve. I don't really think child mechanics have ever worked in FE... I want to pair characters based on how THEY get along, not some potential offspring... (this was one of my major complaints with Awakening and why I don't want to play FE 4... :( )

Um, you do know that nothing is making you pair characters based on the offspring, right? You can pair characters however you like. In fact, part of me thinks you might actually like this way a bit better because each child character would be tailor made to their specific mother/father combination as opposed to the cut-and-paste dads from FE4 and FE13. Part of the idea was that, in game, there would be nothing to clue you in on how the pairing/child system works and how it factors into the story, so each playthrough would be different depending on how you paired people. The limited support options would mean that more effort and depth would be put into individual pairings, as opposed to having a whole bunch of lazier supports so everyone can get with everyone.

Of course, if you don't like it, that's fine and you don't have to, but other people do.

It's perfectly fine if your ideal FE game would have a single generation, or if child characters' abilities would be static to prevent selective breeding metagaming from factoring into pairings.

Also do keep in mind that I am writing about what my ideal FE game would be, not what yours would be. There's no reason we should have to be of the same opinion about it.

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Um, you do know that nothing is making you pair characters based on the offspring, right? You can pair characters however you like. In fact, part of me thinks you might actually like this way a bit better because each child character would be tailor made to their specific mother/father combination as opposed to the cut-and-paste dads from FE4 and FE13. Part of the idea was that, in game, there would be nothing to clue you in on how the pairing/child system works and how it factors into the story, so each playthrough would be different depending on how you paired people. The limited support options would mean that more effort and depth would be put into individual pairings, as opposed to having a whole bunch of lazier supports so everyone can get with everyone.

Of course, if you don't like it, that's fine and you don't have to, but other people do.

It's perfectly fine if your ideal FE game would have a single generation, or if child characters' abilities would be static to prevent selective breeding metagaming from factoring into pairings.

Also do keep in mind that I am writing about what my ideal FE game would be, not what yours would be. There's no reason we should have to be of the same opinion about it.

I didn't mean to offend you :( I'm just nervus that people would be like child x is better than child y so you need to pair w/ mother a with father c not father b... I guess it comes down to balance. The problem is that inheritance leads to OP leveled kids which makes the game harder to balence but it is true you can balence such a game(just would have to make the enemies stronger... and I guess you could make "worse" pairings produce "better" children... though limiting the pairings should also help because you could make sure the kids couldn't get any broken skill combos...

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I didn't mean to offend you :( I'm just nervous that people would be like child x is better than child y so you need to pair w/ mother a with father c not father b... I guess it comes down to balance. The problem is that inheritance leads to OP leveled kids which makes the game harder to balance but it is true you can balance such a game(just would have to make the enemies stronger... and I guess you could make "worse" pairings produce "better" children... though limiting the pairings should also help because you could make sure the kids couldn't get any broken skill combos...

Haha, it's alright, I didn't mean to imply that you did.

Anyway, the idea would be that, hopefully, the child characters would be balanced such that you'd end up with a reasonably balanced team no matter what children you had. Also, completely unique characters for each pairing was kinda sorta gonna replace FE4/13-style inheritance, because it'll be easier to ensure that children are more like their parents. The end result should also be that the characters are more like a blend of their parents' traits rather than mixing and matching attributes, if that makes sense. I think that skills learned from scrolls are passed on, but innate skills... not necessarily. Oh yeah. FE9~10-style skills. Should've mentioned that. Preferably, I would have most characters have multiple particularly good children they could make, so even in the case of what you feared happening, well, happening, getting one good character would require giving up on getting another, which would be another way to avoid brokenness. Of course, having every character be exactly the same in terms of overall value would be boring, but they'll all be at least usable. (i.e: no one like like Wendy or anything)

Edited by Starlight36
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Haha, it's alright, I didn't mean to imply that you did.

Anyway, the idea would be that, hopefully, the child characters would be balanced such that you'd end up with a reasonably balanced team no matter what children you had. Also, completely unique characters for each pairing was kinda sorta gonna replace FE4/13-style inheritance, because it'll be easier to ensure that children are more like their parents. The end result should also be that the characters are more like a blend of their parents' traits rather than mixing and matching attributes, if that makes sense. I think that skills learned from scrolls are passed on, but innate skills... not necessarily. Oh yeah. FE9~10-style skills. Should've mentioned that. Preferably, I would have most characters have multiple particularly good children they could make, so even in the case of what you feared happening, well, happening, getting one good character would require giving up on getting another, which would be another way to avoid brokenness. Of course, having every character be exactly the same in terms of overall value would be boring, but they'll all be at least usable. (i.e: no one like like Wendy or anything)

Sounds a lot better... (FE 10 had a good skill system)Still not a huge fan of children but I will admit that was a gross lack of balancing on IS part... I would certainly play it if it ever happened(but I would probably play almost any FE game so...)

personally the gameplay mechanics are more important to me...

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One random thing I thought of, but I hope we see the weapons reverse usage numbers. D8 It's silly that Silver Weapons are so bloody expensive, but they get way less uses than a Bronze Sword. If I'm paying extra gold for a sword, I want it to actually be worth the price. "OTL

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MULTIPLE TEAMS!!!

Yeah, I know Radiant Dawn didn't do this perfectly, but I still like the concept. I like the idea of the war being fought on two different fronts and having the story's perspective switch between them. It can also force more characters to be relevant to gameplay. Like, imagine if Sacred Stones made you split up your team after ch8 and you played both routes. (Oh no! But we only have 1 Seth!)

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May have been already said but I think it would be interesting to see personal gear like helmets, armor, rings, etc. I'm fairly certain games like Tactics Ogre or Shinning Force do this. Speaking of Shinning force I think it would be interesting to see FE borrow elements of their magic system. I think keep the basic spells that they already have but throw in larger magic that can hit multiple enemies at once. However, it requires mana to use.

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Alright Continued from previous mega post:

Skill system: based on aspects of FE 9,10,&13

2 skill categories

Class-skills dependent on class most of these are fixed based on current class(lost if you change to a class where they are not present):

-Shove-shoves adjacent unit 1 space(infantry classes)

-canto-can move remaining movement after action(mounted classes)

-lockpick-can open doors & chests w/out skills(Thief line classes only)

-Steal-can steal items and unequiped weapons if speed higher than enemy and strength greater than or equal to weapon weight(Promoted thieves)

-Sword specialist-(+20% crit bonus, doubles boost of swordfaire)(Swordmaster)

-Lance Specialist-(+20% crit bonus, doubles boost of lancefaire)(Halbredier)

-Axe specialist-(+20 % crit bonus doubles boost of axefaire)(Beserker)

-Bow specialist-(+1 range to all bows doubles boost of Bowfaire)(Sniper)

-Lethality-chance to kill enemy in one hit (skill/2)(Assassin)

Character skills:

granted either by scrolls that would be found/bought(secret shop) as rare items increasing in rarity as the value of the skill increases or found on a charecter at recruitment(a select few could only be found on a character). Only 5 can be equipped at a time the remainder are stored in the character's skill menu which can be switched around out side of battle

-Paragon

-Discipline

-Adept

-Nullify

-Nhil

-Aether

-Luna

-Sol

-Astra

-Stun

-Disarm

-Corrosion

-Vengeance

-Wrath

-Vantage

-Resolve

-Counter

-Renewal

-Aegis

-Pavise

-Anthema/(Daunt)

-Pass

-Ignis

-Swordfaire

-Lancefaire

-Axefaire

-Bowfaire

-Darkfaire(+5 magic when using Dark magic )

-Lightfaire(+5 magic when using Light magic )

-Tomefaire(+5 magic when using Anima magic )

-Armsthrift

-Galeforce(activation would nullify canto)

-Acrobat

-Miracle

-Rally Strength

-Rally Magic

-Rally Speed

-Rally Skill

-Rally Luck

-Rally Defense

-Rally Resistance

-Rally Movement

-Rally Spectrum

-Life taker

-Clarity

-Savior

-+2 all stats

Edited by Dragrath
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I'd remove the generation system, and do away with the open world map. Class changing would be restricted in some sense, and done so that it couldn't be done multiple times ala Awakening. It'd be a fusion of Awakening and SD/NM's systems. You could only have x amount of a certain class,and the character's individual choices for class change would vary from character to character. No silly Awakening stuff like letting a Manakete also become a Wyvern Rider (it was a bit odd). Not only would you need an item to class change, but you would be charged according to the promotion: going from unmounted to mounted would cost much more than going from fighter to myrmidon.

There would be a base like in FE9/10, and supports would be accessed in that manner, though with conversations like in 9 (obviously). Funds would be limited, and I'd like to see a few older concepts put in place again:

1) Build/Con as a stat, for rescuing (I'm not sure about doubling up. Probably not.), as well as capturing.

2) Weapon weight added again

3) Fatigue

I'd really just love to see a game like FE5, but with its full potential reached. Gameplay that takes into account other aspects, such as acquiring weapons and funds. Armories should be on the pricey side, and forging should either be cut out, or ridiculously expensive. Some kind of gritty plot with a protagonist who has to run from his enemies, lest be captured, or something along those lines. Awakening felt too cheap on its easier difficulties, and almost expecting you to abuse the map skirmishes/DLC to catch up on the higher ones.

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I like the generation system, I just wished they didn't become overpowered little fuckers that cause you to bench all their parents. FE4 was better, since the parents were gone, and you had a new cast, but Awakening gives over kill to those brats.

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  • 1 month later...

all I really want is full cutscenes displaying the between chapter dialogue and action.

my favorite part of any fire emblem game was in RD, the cutscene of the greil mercenaries rescuing lucia

I know you're new so please read our code of conduct. Necroposting is against our rules, so try not to do so in the future (any post in a topic that is 1+ months old and is off the first page is considered a necropost). Edited by eCut
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