

SRPG XVI: Realistic FFT ChangeSRPG XVI: Realistic FFT ChangesSRPG XVI: Realistic FFT Change
I'll be the first to tell you that I think my conception of the SRPG genre would be very difficult to implement fully. Not impossible, of course, but you have to be really dedicated every step of the way, and patching would be next to essential, especially if you value the potential for competitive play as I do. With that in mind, I've been thinking about more realistic, less drastic tweaks to the standard FFT system. I still think that the most important part of SRPG design is in diverse and very functional Job classes, but that's been the biggest point of all the other entries, so I won't go into


SRPG XV: GardenerSRPG XV: Gardener Offensive summoningSRPG XV: Gardener
I have two choices in mind for this Job type, with such similar functions that, at least in a game without an expansion, they become somewhat redundant. If there's anything I like more than Job classes, it's classes which summon things; I get all nerd-giddy at the very thought. The first choice I envisioned was a Queen class, which relied on insects that grow automatically after a certain number of turns and whose evolutionary paths can be guided depending on the player's choice, so maybe sometimes you'll have flying insects who shoot fireballs and other times you'll have tunneling beet


Smash III: CharactersSmash III: CharactersSmash III: Characters
In a fighting game, the most fundamental and important element is the characters. They're important for various reasons, from the expected control style, to aesthetic appeal, to merchantibility. The characters can make the difference between lasting appeal and an obscure, but still solid, game. Just look at enduring characters like Ryu and Chun Li: there are no more iconic characters in all of the genre, probably, and the games are the most successful, despite the existence of better fighters out there.
Now to make another point, which may at first seem unrelated. Since fighting games are about


Smash II: Advanced TechniquesSmash II: Advanced TechniquesSmash II: Advanced Techniques
I mentioned before that advanced techniques are all those things other than the game's basic mechanics. This note is dedicated to discussing in greater detail the more advanced of the advanced techniques (ATs), as well as suggesting some of the ATs which I would like to see in a Smash game. I'll talk about the philosophy behind the inclusion of ATs and how they're used in the games, and I'll also provide solutions to some of the problematic techniques. Why are ATs included? Aren't they just for elitists, don't they just get in the way for people who "just want to have fun," aren't they cheap, what if
How many units do you take into battle, and how many does the enemy bring?
Say I can take 12 units into battle. What's going to make me train the rest of my forces? Should I even need to train them?
How big is the average generic field (FFT is ~14x14 and FFTA is ~15x15, I think)?
How far can a unit move in one turn, and what are the basic archer and spell ranges?
How long should a battle last on average, in minutes?
If there is a 'move +1' accessory, what will make me ever use anything else?
What about the generic weapon upgrade? How will two or more weapons be made equally appealing for a situation, keeping in mind that "ice sword for fire monsters" isn't innately strategic?
If I have ice, lightning, and fire attacks (and potential access to the rare elements), what difference will elemental resistance/weakness make?
Why use defensive tactics when I can use offense (including offensive magic and status) with a little healing? Rather, how will I be able to win just as fast with defensive measures without the game forcing me to play that way?
How will poison work to make it worthwhile (accuracy, % hp erosion, % attack and defense down, enemy weaknesses and resistances)?
How many units are unique characters, and should they have unique classes or abilities? If not all characters are unique ( and even if none of them have unique abilities), what would incline me to use them over generic units, and vice versa?
Will friendly AI apply to more than just summons? Why can't I control the summons? How can I trust friendly AI not to ruin everything for me (ex. Gafgarion can win by himself, Argath runs into the front line)?
Can my guys die for good? If there is any permanent punishment for death, what's keeping me from resetting the game (which I assume the designer wishes I would never do) and playing the battle again (not so fun on the second go), or worse, getting frustrated and quitting?
Equipment break? If it's around, why should I use it over anything else, and why shouldn't I be extremely annoyed when my enemy uses it?
What are the benefits to diversifying my skills if I am a physical fighter? What keeps me from putting everything into a ranged attack and/or a superpowered attacked?
Does a 'good-fast-cheap' model work with your classes and attacks(choose two, so good and fast is expensive, etc)?
Are stats visible or mostly concealed/vague (like FFT)?
Can you chart out how much damage an average attack (or skill/magic) should do to a class (things get more complex when you mix in accuracy/evade, etc)? For example (and off the top of my head, so not great):
Best Physical Normal Attack damage:
Strongest job(s):100%
Strong jobs:80%
Normal jobs:50%
Capable jobs:40%
Weak job(s):5-15%
Damage recieved (% of damage dealt):
Strongest job(s):35%
Strong jobs:50%
Normal jobs:60%
Capable jobs:75%
Weak job(s):95-105%
So the best defense would lose 35% hp from the best attack (both with equal equipment and level), whereas a weak job might die. A normal defense would lose 30% from a normal attack, and weak jobs have some extra randomess to be lucky or unlucky.
I could go on, but this should help me understand some things.
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Never judge a man by his gear.
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The wise man in the storm prays to God, not for safety from danger, but deliverance from fear.
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Thanks for the add watch!!!
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