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- [2:27:35 PM] Arch: also sorta in line with gaiden but also thinking about str/mag split too: what if tomes didn't have weapon weight but cost MP instead and mana points was equivalent to str?
- [2:27:49 PM] Arch: so mages have a use for the stat, the more physically able you are the more adept at casting spells repeatedly
- [2:28:55 PM] BwdYeti: idk
- [2:29:00 PM] BwdYeti: it's not FE
- [2:29:10 PM] BwdYeti: re: one of the cool things in FE is magic works like normal weapons
- [2:29:35 PM] BwdYeti: which both deals with 'linear warriors/quadratic wizards', and is very unique flavorwise
- [2:30:02 PM] BwdYeti: and also con is less important for mages, there's not much reason for them to not want super low con so they can be easily rescue dropped onto things to murder them
- [2:30:06 PM] BwdYeti: otherwise a neat idea
- [2:30:10 PM] Arch: [s]we'll never win[/s]
- [2:30:23 PM] Arch: well then keep weight then
- [2:30:38 PM] BwdYeti: the first issue still exists but yeah
- [2:30:40 PM] BwdYeti: neat idea at least
- [2:31:08 PM] BwdYeti: [s]tomes have uses and mp costs hue hue[/s]
- [2:32:07 PM] BwdYeti: in the realm of straight up stupidly complex ideas, units have hp many mp, or hp/2, or something
- [2:32:12 PM] BwdYeti: and each turn you regen str many mp
- [2:32:25 PM] BwdYeti: /maybe hp*2 mp
- [2:32:29 PM] BwdYeti: whatever works out with the math
- [2:32:43 PM] Arch: lol
- [2:32:57 PM] BwdYeti: let's try some math, just a moment
- [2:33:19 PM] zahlman: >which both deals with 'linear warriors/quadratic wizards', and is very unique flavorwise
- >implying that quadratic wizards aren't generally intentional
- [2:33:40 PM] BwdYeti: idk I don't generally intend for the balance to slowly shatter
- [2:33:42 PM] BwdYeti: that might just be me
- [2:35:43 PM] Vennobennu: quadratic wizards would tend to make the usefullness gap between early joining mages and late joining sages even wider
- [2:36:04 PM] BwdYeti: alright so this is reusing a ton of numbers for other things, which feels like terrible design but at least keeps things simple
- tomes cost wgt mp to cast
- units have mp many hp (or maybe it works the other way, you can cast spells until your negative mp is higher than your current hp, idea)
- each turn you regen str/2 mp
- [2:36:51 PM | Edited 2:37:06 PM] BwdYeti: (or maybe it works the other way, you can cast spells until your negative mp is higher than your current hp, idea)this would be a bit easier to display too, I think, and somewhat hides that you have hp much mp *which is good because mp=hp feels stupid
- [2:37:17 PM] Arch: if it does the negative thing can it be HP/2?
- [2:37:29 PM] BwdYeti: there's no reason to I think
- [2:37:35 PM] BwdYeti: if you do that you can barely use S rank tomes
- [2:37:53 PM] BwdYeti: and you regen all your mp in two turns
- [2:38:42 PM] BwdYeti: I mean maybe idk, you have to actually test the balance
- [2:39:12 PM] BwdYeti: and again this is all
- [2:32 PM] BwdYeti:
- <<< straight up stupidly complex ideas
- [2:42:37 PM] Arch: I mean it's not that bad
- [2:43:20 PM] BwdYeti: it could be worse
- [2:44:25 PM] Arch: yeah the mana thing is tricky to add
- [2:44:42 PM] Arch: the regen based on str is simple enough
- [2:44:50 PM] BwdYeti: does this actually make any positive changes to the game, if there were no units that had weapons and magic
- [2:45:20 PM] BwdYeti: like magic for physical units with mweapons is more correct for the flavor but it's not particularly an improvement over using res for them
- [2:45:36 PM] Arch: I mean that's one of the main design points of the split is hybrid classes
- [2:45:37 PM] BwdYeti: and do magic users need the nerf/does it impact the game
- [2:45:44 PM] Arch: IS just does it wrong
- [2:45:50 PM] BwdYeti: yeah but hybrid classes will be like 10% of classes, more or less
- [2:46:06 PM | Edited 2:46:07 PM] BwdYeti: any change to accomodate them should be more a plus than a minus for the normal classes
- [2:46:29 PM] BwdYeti: and not interfere with their gameplay unduely, nor make them useless compared to the split units
- [2:47:17 PM] Arch: I mean so what you mentioned in the design topic about giving magic users stats equivalent to melee units
- [2:47:26 PM] Arch: magic is already overpowered when at parity
- [2:47:41 PM] BwdYeti: a bit yeah
- [2:48:09 PM] BwdYeti: it's not broken but it's significant
- [2:48:19 PM] Arch: so a nerf to the frequency of their ability to cast more powerful spells would even things out a bit more so that mages could be more like everybody else
- [2:48:22 PM] BwdYeti: and at least at the moment 3 stats of nerfs seems to be enough to handle it
- [2:48:35 PM] BwdYeti: (and to increase magic user base con by subtracting from one of their other stats)
- [2:48:45 PM] BwdYeti: (which reduces their stats more and means they aren't stupidly skinny)
- [2:49:10 PM] BwdYeti: [2:48 PM] Arch:
- <<< so a nerf to the frequency of their ability to cast more powerful spells would even things out a bit more so that mages could be more like everybody elsenone of the magic users causing problems so far in 7x have powerful spells though
- [2:49:16 PM] BwdYeti: oh I didn't consider this before now
- [2:49:25 PM] BwdYeti: it would only affect PCs, and maybe bosses
- [2:49:36 PM] BwdYeti: generic enemies will all die before they run out of mp
- [2:49:38 PM] Arch: long-rangers
- [2:49:48 PM] BwdYeti: and it doesn't matter when their str is to regen
- [2:49:53 PM] BwdYeti: `~I guess~
- [2:50:04 PM] Jesus-Gandalf: How about like, some kind of bitmap in the unit data
- [2:50:12 PM] BwdYeti: that's like 3% of total enemies but yes that is correct
- [2:50:12 PM] Jesus-Gandalf: And some spells have a cooldown or something
- [2:50:17 PM] Arch: lol
- [2:50:33 PM] Arch: TRS did that
- [2:50:36 PM] Arch: I think
- [2:50:36 PM] BwdYeti: basically to digress, the problem with the FE7x magic users was
- [2:50:44 PM] BwdYeti: because all enemy units take more hits to kill compared to IS FE
- [2:50:54 PM] BwdYeti: magic users are more likely to survive to enemy phase
- [2:51:00 PM] BwdYeti: and then they get to attack you without taking a counter attack
- [2:51:15 PM] BwdYeti: physical units it's no problem that they attack you on their turn because you hit them back and they die faster
- [2:51:33 PM] BwdYeti: /they have bows so they only attack that one time and then you have WTA against them when it's your turn again
- [2:51:50 PM] BwdYeti: so they can't have good stats on top of that advantage
- [2:52:32 PM] BwdYeti: so yeah mp 85% of the time affects PCs
- [2:52:37 PM] BwdYeti: 13% bosses, maybe
- [2:52:43 PM] BwdYeti: 2% siege tome generics :u
- [3:05:36 PM] Arch: [s]that's what you get for surviving, silly PC mages[/s]
- [3:06:29 PM] Arch: what if you had a weapon that hit MP instead
- [3:06:33 PM] BwdYeti: inorite
- [3:06:38 PM] BwdYeti: um
- [3:06:39 PM] Arch: so if you hit them oops enemy mage can't attack now
- [3:07:03 PM] Arch: or like a neutral any magic type spell that did that
- [3:07:08 PM] Arch: so mages could shut other mages down
- [3:07:09 PM] BwdYeti: well if you're using the 'can't cast magic when used mp > current hp' system
- [3:07:17 PM] BwdYeti: then a weapon that hits mp is called 'iron sword'
- [3:07:33 PM] Arch: I was just going off of it for totals
- [3:07:53 PM] Arch: er wait
- [3:08:15 PM] Arch: I didn't consider the current vs total thing for can't cast
- [3:08:27 PM] BwdYeti: it's kind of a neat idea
- [3:08:32 PM] BwdYeti: I don't know if it's a good idea but it's neat
- [3:08:38 PM] BwdYeti: and like the thing I said above
- [3:08:47 PM] BwdYeti: it hides that your mp count is actually your hp count
- [3:09:35 PM] Arch: the good thing about ideas is that they can be refined into better ideas
- [3:09:49 PM] BwdYeti: idk
- [3:09:56 PM] BwdYeti: they can be refined into less bad ideas
- [3:10:42 PM] Arch: idk I just wanna solve the str/mag split thing
- [3:10:56 PM] BwdYeti: [s]it can't be solved[/s]
- [3:11:15 PM] BwdYeti: well among all ideas I like this one the most but that doesn't mean it's good yet
- [3:11:22 PM] Arch: lol
- [3:14:44 PM] BwdYeti: [2:45 PM] BwdYeti:
- <<< like magic for physical units with mweapons is more correct for the flavor but it's not particularly an improvement over using res for themthis is one of the biggest issues with any split forever, kind of
- [3:14:49 PM] BwdYeti: it's not insurmountable
- [3:15:11 PM] BwdYeti: but it makes res more useful for physical guys, like res for healing makes it more useful for mages
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