What should be changed on FE's next game

#11Airship_CanonPosted 10/31/2013 11:00:42 PM
1. Neutralize Gender-classes. Female 'zerks, Male PKs. Make it happen.
2. Remove Veteran.
3. Base Archer is not terrible.
4. Enemy Pair Up. On Easy/Normal this is boss or certain enemy only, on Hard and up, generics start pairing up.
5. Restore the magic triangle, implement a greater weapon triangle to curb the strength of magic, without making magic terrible ala FE10.
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#12LORDDRAGON1995(Topic Creator)Posted 11/1/2013 12:04:45 AM
Hmph. I do like the pair up system, but maps could be made where it should not be a strategic option. (More chokepoints than the number of paired-up units can handle, or something like that, or maybe limit to stat boosts, support boosts, and dual guard?)The removal of Jeigans and Gordin-esque characters should not really happen, and anyways, we haven't had a proper Jeigan in this game (Frederick is an Oifey definitively).

Although one of the bigger problems with the game is the stat inflation. Could we please return to 1st tier 40HP/30Luck/20rest and 2nd 60hp/30luck/21-30 rest? Heck, even some of the mooks in Normal mode Endgame, with those stats, would be over-average playable units at minimum in any other FE game with no problem. Dismounting system didn't really work, and I don't think TearRing/Berwick's mechanics could be applied given the similarities. FE's growth system is fine.

Problem with enemy scaling is that it will not be ever easily attainable. It cannot be to the army's avg, because it will encourage 5-6 units playthroughs, or to the best 10-15(which could in itself make solo walkthroughs easier), other than the fact that the initial promotee will screw stuff up for the early other units. (Although the grinding problem is a baseline issue of the in-map free navigation. Heroes of Light and Shadow, FE Tellius games didn't have it and it didn't seem like any important units were really falling behind.

We do need different objectives back. Routing/Defeat boss seems something out of a first game in a series, not a long series of games. PoR/RD excelled in that, with Arrive/Escape, etc.

We cannot make the weight system return unless it's in the PoR/RD way, as the blazing sword one just makes low str-low con units unviable. I personally think that it's good that it was axed off the game.
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#13Airship_CanonPosted 11/1/2013 12:34:23 AM
LORDDRAGON1995 posted...

Problem with enemy scaling is that it will not be ever easily attainable. It cannot be to the army's avg, because it will encourage 5-6 units playthroughs, or to the best 10-15(which could in itself make solo walkthroughs easier), other than the fact that the initial promotee will screw stuff up for the early other units. (Although the grinding problem is a baseline issue of the in-map free navigation. Heroes of Light and Shadow, FE Tellius games didn't have it and it didn't seem like any important units were really falling behind.

We do need different objectives back. Routing/Defeat boss seems something out of a first game in a series, not a long series of games. PoR/RD excelled in that, with Arrive/Escape, etc.

We cannot make the weight system return unless it's in the PoR/RD way, as the blazing sword one just makes low str-low con units unviable. I personally think that it's good that it was axed off the game.


Gotta make a point that Stat-scaling enemies do exist in Awakening: Lunatic(+) skirmishes. They scale off the amount of levels you've gained, not how far you are in the story.
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Different objectives really isn't as big of a deal as you're thinking:
Arrive/Escape was meh, especially in PoR/RD where they were the exact same objective with different names. Escape worked well in Thracia776, but not the Radiance games.
These definitely could make a return, but if Escape comes back, let it be "Escape", not "Arrive with different wording" (glares at the first "Escape" chapter in PoR).

Defend really is at its pinnacle in Awakening. Sure the Defend chapters in Awakening aren't called "defend" but that's because you can't win by defending alone. What do you think Future Past's missions are? How about Tiki's Paralogue? The Risen/Anna encounters? Chapter 6? Defend as a primary Objective is unnecessary.

Seize is basically "Defeat Boss". Only reason to bring back seize is if it's done with good reason and and hey, don't have the boss on the seize point, put more too it than that.

Kill X or X Casualties.... why not rout? These aren't that great and offer nothing as objectives that rout doesn't already.

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Weight is terrible even in PoR/RD/SD's system. [Yay for double-penalizing low-str units?]
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Do you Remember these Mechanized Memories? For the Spirit of the Mother Will Comes Again.
#14Cheesepower5Posted 11/1/2013 2:38:38 AM(edited)
>FE12's MU/Avatar stat choosing mechanic, but more involved. When you choose to be, say, Farmer's Child, the Lord has to recruit MU a little later on in the game in a farming village during some Chapter or Paralogue. If MU was a Blacksmith's Apprentice, they get a skill that lets them Forge.

>More MU/Avatar creation features. At least 10 hairstyles, choice for eye colour and skin colour, that sort of thing.

>Enemies can Pair Up. This could lead to situations where, for example, two promoted enemies early on are spread fairly far apart. When they don't pair up with each other, your unpromoted units can safely take them on, but they're programmed to seek each other out and once they're together it's almost impossible to kill them without losing a unit.

>Galwen's idea to bring in Shields from Kaga Saga... This is convenient for me, so implement that. Also, Armour. Certain classes can only equip certain Armours and some classes can't even use Shields at all.

>More formation options. Have a solid line of guys equipped with shields? The can form a Shield Wall, which makes them immune to arrows and gives them a boost to Def and Res at the cost of mobility. Heavily forested area? Hide Archers in the tree to increase their range and give the enemy a Skl% chance of finding them there. Hide an Assassin in the tree to ambush unsuspecting prey.

>Not only can enemies also abuse functions like the above, they also have more realistic formations. They guard choke points, have lines of Shield Wall Halberdiers with Horse Killers, Archers in places that can't be easily accessed and more.

>Reintroduce Magic and Anima triangles. Anima is the weakest magic but each hits a different enemy type effectively. Thunder on Dragons, Wind on Fliers and Fire on Beasts. Wind is weak but accurate, Fire is middle ground, and Thunder is just as powerful as Fire but less accuracy for some Crit. Dark is slightly more powerful and has a monopoly on effects. Siege, life drain, Res pierce, physical Tome gimmick. Light is the most accurate and powerful Magic, but lacks anything unique.

>Completely rebalance class sets. Ground based fighters have access to Shields but aren't especially strong, cavalry is mobile and can use Shields but not Shield wall, they're powerful but suffers from a list of common weaknesses, fliers are incredibly mobile and can fly past obstacles but are vulnerable to archery and magic and can't equip Shields, archers are heavy hitters stronger than the average unit, they have 2-5 range and 3-7 in a tree, they can hide but they can't use Shields and can't counter at close range and mages are very fragile with no Shield access but are able to handle a variety of situations. Healers and thieves are more or less the same as before.

>Each class gets one skill, but that skill counts. For example, Assassins get Ambush mentioned above.

>Capture and Castle Siege return.

>Class changes are merit based. Mercenary conquers a castle and is instated as its ruler? Now they can be Lord.

>Plot based around the idea that there are various territories, and the Lord has to conquer it. Because the other Kings are corrupt? To unite the continent for a greater cause? Doesn't really matter. Sometimes, enemy groups attack your territories and you must defend them.

>Enemy level scaling to go with the more open design, based on how much territory you own.

>Mechanics that come naturally with the conquest theme. Villager/Citizen happiness that may lead to uprising, adding fortifications for Gold, etc.
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#15GalwenPosted 11/1/2013 3:34:11 AM(edited)
LORDDRAGON1995 posted...
The removal of Jeigans and Gordin-esque characters should not really happen


And why is that?

and anyways, we haven't had a proper Jeigan in this game (Frederick is an Oifey definitively).


Explain what a proper Jagen is and how Oifey+Frederick aren't proper Jagens.

If you're going to go on about how Oifeys are good and Jagens aren't well I'm going to let you know that Oifey isn't really much better than Dark Dragon Jagen is in the longterm. Let alone how Dagdar and other Jagen characters (or "Oifey" characters) are all among the better units in the games they are in, unlike Oifey.

Why are "good" Jeigans called Oifeys when Oifey himself is really worse than Dagdar and Co.?
#16Airship_CanonPosted 11/1/2013 3:39:47 AM
Galwen posted...
LORDDRAGON1995 posted...
The removal of Jeigans and Gordin-esque characters should not really happen


And why is that?

and anyways, we haven't had a proper Jeigan in this game (Frederick is an Oifey definitively).


Explain what a proper Jagen is and how Oifey+Frederick aren't proper Jagens.

If you're going to go on about how Oifeys are good and Jagens aren't well I'm going to let you know that Oifey isn't really much better than Dark Dragon Jagen is in the longterm. Let alone how Dagdar and other Jagen characters (or "Oifey" characters) are all among the better units in the games they are in, unlike Oifey.

Why are "good" Jeigans called Oifeys when Oifey himself is really worse than Dagdar and Co.?


Oifey doesn't fit his "Archetype" at all. He's just there... -_-;;
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#17guedesbrawlPosted 11/1/2013 6:50:54 AM
pair up should die in hell. keep the dual system, though. greatly decrease dual strike rates (max should be around 50%). Enemies can choose to hit the partner unit, but in case there are more than one adjacent units YOU can choose your partner... if you want to choose one, that is (or else you couldn't use clerics early on.)

skills should be a mix of awakening and the tellius games: have scrolls and skill capacity return, have some characters begin with certain skills... but have some skills learned by classes. getting rid of the filler skills (90% of the 1st tier skills.) would be great.


make bows stronger than lances but weaker than axes, keep weak 1-2 weapons but allow us to get short spear/axes, tomahawks and spears in normal shops... Archers should be faster too.

Bring back crossbows, but have they work as normal weapons (not fixed damage), and knives should work as 1-2 swords (though they are very weak, they also have a little more crit), not a weak thief-exclusive weapon.

Better maps, though awakenings aren't as bad as people make them out to be IMO. Normal reinforcement mechanics please...!

Enemies get buffs depending on how strong your party is.

anima shouldn't be splint into 3 groups, make them like the GBA games again, which include getting rid of "wind beats fliers" and etc.

Also, dark mages cannot use Anima, but they get one more reliable mid-game spell comparable to an Elflux (since all other non-legendary Dark tomes are special... siege, drainers, "killer" tome...)

Bring back weapon weight, but increase it in each 5 or so level ups, and promotions.

increase the minimum level for promotions to 15

disable certain forging bonuses (Crit for killers, Might for Braves, Hit for Siege tomes, maybe more)

Don't give us another manakete-like race, keep them dragons... and only them. Okay, maybe Lions, cause they didn't get enough use in tellius, and lions are badass.

for non-grinding battles, limit the minimum of units allowed per battle (say, you can use a max of 16 units in the endgame, bu t need to bring at least 10)


Bring back status effects and multihitting attacks to make more interesting bosses.
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#18imthestuntmanPosted 11/1/2013 12:45:31 PM
The height differences and other strategic elements added in radiant dawn. If implemented better it would be amazing.
#19kakashik99992Posted 11/1/2013 1:20:35 PM(edited)
Lol there is so much s**** ideas in this topic that reading it makes my head hurt good thing IS won't give a crap to all this and continue the trends of the best selling FE game to date.

And please no reply if you haven't played this since at least Genealogy of Holy War and have played all the FE games to date like me this s**** ideas must be the FE7 babies or something like that
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