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Garlyle

Oh god what the Fire is this I don't Emblem

Oct 12th, 2011
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  1. BASICS:
  2.  
  3. THE MAP
  4.  
  5. 1. World is divided up into X major nations to begin with, each with subterritories (2-3 each nation depending on initial situation).
  6. 2. The world is also made up of interlinked "locations". Cities, fortresses, castles, passes, forests, mines, etc. - different locations give different bonuses. For instance...
  7. Towns/Cities provide Prosperity, which raises how good of equipment your generic units have and provides gold and shops for heroes
  8. Fortresses and similar training centers provide Might, raising the strength of your units and ability to capture an area
  9. Castles and other major landmarks increase Influence; which allows you to request benefits of your home Nation for specific battles - high-tier generals or similar
  10. 3. Any location can be reinforced. Reinforcing the area raises the level of generic units stationed in the area and raises how strong an opponent's attacks have to be to attack the area.
  11. 4. The map can change due to events in the world.
  12.  
  13. THE PASSAGE OF TIME ETC
  14.  
  15. 1. Time passes in a certain frequency (1 week at a time?). In that time players can take a certain number of actions. These can include...
  16. Spending money to fortify a location
  17. Making trades or other deals with other nations
  18. Raising bonds between characters with other nations or between each other
  19. Attacking a location - or specifically rallying to defend it
  20. Boosting a hero in some way (extra training, LET'S GO DUNGEON DIVING, etc)
  21. 2. Areas that are attacked can be done so by having a Hero (or multiple) lead the charge. Doing so uncontested by an opponent's Hero could possibly be an instant victory. This includes attacks on Neutral areas.
  22. 3. Defending an area against an opponent's attack triggers an actual battle. Generally speaking the Defender has the advantage in terms of turf and Fortification bonuses raising unit level.
  23.  
  24. BATTLE
  25.  
  26. Shit goes here eventually
  27.  
  28. GENERICS
  29.  
  30. 1. Generic unit classes are available based on the locations you keep. Some classes are not available to Generic units. Losing Generic units incurs no real penalty, but losing them all is a loss.
  31. 2. Generic units auto-equip based on Prosperity; and their levels are based on Might plus Fortification
  32. 3. You can also impact special bonuses for Generic units by using your Influence - boosting individual levels, etc
  33.  
  34. HEROES
  35.  
  36. 1. Heroes have a fixed limit per territory. If a Hero dies, it will take X Periods Of Time before a replacement can be found; the classes available will depend on where you get it and it will take time to 'discover' the new Hero.
  37. 2. Heroes' stats start based on their class, with some additional points to spread out, and have growth rates determined by the player. They gain EXP via training or engaging in combat, and then roll a 1d100 on each stat to see if it increases on levelup. (Minimum/maximum stats at level up cap possible?)
  38. 3. Heroes come with their own equipment and often have access to special skills that can benefit them further
  39. 4. Heroes affix to various classes
  40. 5. Heroes defeated by a small margin of HP that are close to the edge of the map can retreat and be saved; or if their party chooses to surrender/give up they can make an escape. Heroes defeated by a sudden sharp margin of HP, defeated while surrounded, or that insist on a 'last stand' type situation, however, risk death
  41. 6. Heroes can support one another - they have a limited number of supports with their own nation and a limited number with outside nations. Fighting alongside a supported ally grants both Heroes boosts.
  42.  
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