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# ? Feb 16, 2015 00:42 |
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# ? Jun 9, 2024 16:19 |
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Fire Emblem 25th anniversary event! http://www.fe25thevent.com/
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# ? Feb 16, 2015 03:48 |
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PaletteSwappedNinja posted:Fire Emblem 25th anniversary event! http://www.fe25thevent.com/ Heh, I wonder what this event will have. Hopefully more info on FE14?
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# ? Feb 16, 2015 03:54 |
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It's a two-day concert, that's pretty much all that's said. I guess we'll find out more info after the countdown.
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# ? Feb 16, 2015 03:56 |
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Probably mostly just music. At best, we'll get confirmation on the composers for FE14, and maybe they'll play a new song from it at the end.
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# ? Feb 16, 2015 03:57 |
Endorph posted:Probably mostly just music. At best, we'll get confirmation on the composers for FE14, and maybe they'll play a new song from it at the end. They'll play a new song but it's just going to be the Fire Emblem theme again.
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# ? Feb 16, 2015 18:02 |
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I'm replaying Path of Radiance, and my current hard mode run is 3 chapters away from Endgame. My roster of usable units is about 17 or 18, and they're all around levels 10-13. The thing is, I want to get as many of them up to level 20 as I can so I can make Radiant Dawn even easier than it is when I eventually move on to it. But XP gain in hard mode is completely neutered and I just don't see how I can get all or a majority of them to 20. Are either of the bosses in Twisted Tower or Moment of Fate farmable for level ups? I had a good run with Ena in the castle siege level, since she regains 10 HP a turn and has 3 elixirs; on top of being a Laguz. I know the game throws a lot of Laguz at you in Twisted Tower but I still don't know if its enough
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# ? Feb 17, 2015 08:47 |
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Concurred posted:I'm replaying Path of Radiance, and my current hard mode run is 3 chapters away from Endgame. My roster of usable units is about 17 or 18, and they're all around levels 10-13. The thing is, I want to get as many of them up to level 20 as I can so I can make Radiant Dawn even easier than it is when I eventually move on to it. But XP gain in hard mode is completely neutered and I just don't see how I can get all or a majority of them to 20. Are either of the bosses in Twisted Tower or Moment of Fate farmable for level ups? I had a good run with Ena in the castle siege level, since she regains 10 HP a turn and has 3 elixirs; on top of being a Laguz. If you wanna tank BEXP and go as slow as possible. Unequip all units, eat damage, heal up with priests. Level up 1 EXP at a time.
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# ? Feb 17, 2015 08:49 |
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Who was Awakening's composer? Because get that person again
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# ? Feb 17, 2015 09:16 |
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What's SMT X FE?
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# ? Feb 17, 2015 23:53 |
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https://www.youtube.com/watch?v=OK5-EIzDtKo Likely in development hell.
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# ? Feb 17, 2015 23:56 |
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Always bet on Marth.
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# ? Feb 18, 2015 00:05 |
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RIP SMTxFE, we hardly knew ye.
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# ? Feb 18, 2015 00:05 |
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If it ever happens, it won't be until Persona 5, DAN, FE14, and Codename STEAM are released. I doubt they'd even be doing more than conceptual stuff before then.
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# ? Feb 18, 2015 00:59 |
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TheKingofSprings posted:Who was Awakening's composer? You may recognize the former from the Wonderful 101 soundtrack.
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# ? Feb 18, 2015 07:27 |
Manatee Cannon posted:If it ever happens, it won't be until Persona 5, DAN, FE14, and Codename STEAM are released. I doubt they'd even be doing more than conceptual stuff before then. I have no idea what DAN is but I don't see any reason STEAM would need to come out before SMTxFE assuming it's still in development.
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# ? Feb 18, 2015 17:12 |
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Anatharon posted:I have no idea what DAN is but I don't see any reason STEAM would need to come out before SMTxFE assuming it's still in development. Dancing All Night, the Persona rhythm game. And Code Name STEAM is confirmed for March, so unless Nintendo's really gonna spring one on us...
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# ? Feb 18, 2015 18:27 |
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TheKingofSprings posted:Who was Awakening's composer? Rei Kondoh (Okami, Bayonetta) Hiroki Morishita (Paper Mario: Sticker Star, seems to be Yuka Tsujiyoko's protege in some regard?) Yuka Tsujiyoko (Most of the past Fire Emblem games, Paper Mario and Paper Mario: The Thousand Year Door) If IF's really going with a East vs West thing, then Kondoh would be perfect. His Traditional Japanese-style compositions for Okami were amazing.
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# ? Feb 18, 2015 18:34 |
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Today I learned that in Radiant Dawn you can trigger Cancel on Doors. Way to go Leonardo.
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# ? Feb 19, 2015 21:36 |
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dude789 posted:Today I learned that in Radiant Dawn you can trigger Cancel on Doors. Safety first
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# ? Feb 19, 2015 21:51 |
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dude789 posted:Today I learned that in Radiant Dawn you can trigger Cancel on Doors. In Por Ike can trigger aether on doors.
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# ? Feb 19, 2015 22:36 |
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hector killed himself with a devil axe crit on a wall once
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# ? Feb 19, 2015 22:39 |
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Endorph posted:hector killed himself with a devil axe crit on a wall once https://www.youtube.com/watch?v=04_vfmOszQE
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# ? Feb 19, 2015 22:41 |
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Endorph posted:hector killed himself with a devil axe crit on a wall once I dont use them
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# ? Feb 19, 2015 22:44 |
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that song syncs perfectly somehow
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# ? Feb 19, 2015 22:47 |
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So I'm going to pose a question brought up in the LP thread. Do people think Attack of Opportunity could work in Fire Emblem. I'm in neither camp, I'e got experience with tabletops so in my mind it could definitly work. An Attack Of Opportunity in this case is defined as an attack taking place on the opposite phase, due to movement THROUGH an enemies threat zone (not into) For example. Bandit A is equipped with an Iron Axe, moving to Melee range with Cavalier A and attacking with an Iron Sword does not provoke an attack of opportunity. HOWEVER, moving next to Bandit A as you run past to Bandit B WOULD trigger an AoO as you have entered and passed through his threat range Ergo, Bandit A would attack Cavalier A as he rode past. HOWEVER a unit would only get 1 AoO per turn (and grey out after doing so) So moving Cavalier B the same way as A would not result in an AoO from Bandit A (who has already attacked Cav A) This is how it essentially functions in Dungeons and Dragons and Pathfinder and a billion other Game systems. Ranged units typically don't get AoOs, but that's because in those games ranged units have a range of about 120 feet. so it'd be kind of powerful to have it without feats. The way I think this could work is either A. An intrinsic part of the core gameplay B. A skill, perhaps attached to the Knight Class? If the former is true, perhaps the skill would increase the threat range, or allow for more AoOs? Benefits - It drastically changes how movement flows, how the player acts, how the enemy acts so they can't just pound through your lines to attack your weak healers. It least to new defensive formations, new strategies, a new way to play the game. Downsides - Fire Emblem is intrinsicly a simple game, and this encourages a slower pace in comparison to the usual game, not to mention includes a complex element that the player has to account for from now on. Also Movement can no longer function like it used to. Though the Movement Arrow would become more important than ever.
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# ? Feb 22, 2015 00:32 |
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I really like the idea. It sounds like something that warrants testing. How easily could it be implemented?
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# ? Feb 22, 2015 00:57 |
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I think I'd like it as a skill attached to the knight class. Maybe on promotion to general it would actually stop their movement after the attack, too (this is the basis for a lot of tank builds in D&D).
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# ? Feb 22, 2015 01:00 |
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Onmi posted:Downsides - Fire Emblem is intrinsicly a simple game, and this encourages a slower pace in comparison to the usual game, not to mention includes a complex element that the player has to account for from now on. Also Movement can no longer function like it used to. Though the Movement Arrow would become more important than ever. This is kind of what turns me off to it. I'd like to try it out at least, though.
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# ? Feb 22, 2015 01:01 |
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It'd either be a straight upgrade to Vantage that every unit gets (if you can do that and attack on your phase), or it would be a worthless gimmick. Nothing is going to run past your one tile attack range unless you make a wall and force them to and you're sacrificing killing an enemy on your turn for (possibly, maybe, if they run past you) killing them on theirs, which is so incredibly niche that its use may as well not exist. It's a bad idea. It's especially a bad idea if overwatching greys you out on enemy phase and only allows you the one counterattack, as 90% of all fighting takes place on enemy phase. And if enemies can do it too, well, gently caress you I guess because that helps the AI waaaaaaaaay more than it could ever possibly help you. They could just overwatch their 40 units and suddenly on player phase you no longer get the first hit in. If only you can do it, that's bad design. This isn't like the shove mechanic. For it to work at all, it'd have to be a skill tied to a specific class that wouldn't break the game otherwise. Archers would benefit, but only if they also get to attack on player phase because if not then you're just shifting their one attack to a worse, more dangerous moment. And enemies would have to be able to do it as well, making enemy archers a huge pain to deal with. edit: Knights would be a really bad class to get Vantage since it ruins their whole point of existance (ie, taking a hit). It'd only be useful on a really weak melee unit, like a Thief, because they don't want to be eating a hit if they can avoid it. It'd also be worthless against stationary bosses, but make them infinitely more difficult to approach. Manatee Cannon fucked around with this message at 01:12 on Feb 22, 2015 |
# ? Feb 22, 2015 01:09 |
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Manatee Cannon posted:It's especially a bad idea if overwatching greys you out on enemy phase and only allows you the one counterattack, as 90% of all fighting takes place on enemy phase. This would never be the case anywhere ever.
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# ? Feb 22, 2015 01:11 |
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Onmi posted:This would never be the case anywhere ever. quote:HOWEVER a unit would only get 1 AoO per turn (and grey out after doing so) So moving Cavalier B the same way as A would not result in an AoO from Bandit A (who has already attacked Cav A) I didn't really think that's how you meant it, but it is implied here. It really depends on enemies running next to whatever unit has the ability and that's just not very useful. I just don't see any advantage to this at all. It doesn't help the core gameplay of Fire Emblem.
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# ? Feb 22, 2015 01:15 |
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Manatee Cannon posted:It doesn't help the core gameplay of Fire Emblem. Well no, but honestly nothing does. Fire Emblem benefits from being as simple as it can be. Everything they should add in has mostly already been kept. Height and Ledges really need to make a come back. I just spitball ideas like this cause it sounds interesting. Pair-Up looks to be the next thing they're going to try to make work, and honestly I want it to be like SRWL's Twin System, but I'm nowhere near sure how to make that 'Work' within the game.
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# ? Feb 22, 2015 01:22 |
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Like, I'm not saying you shouldn't try it. I could definitely be wrong and that's fine. I just don't think it's a good idea.
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# ? Feb 22, 2015 01:23 |
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It would be a good skill for the Sniper class.
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# ? Feb 22, 2015 01:24 |
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DoctorStrangelove posted:It would be a good skill for the Sniper class. Yeah, I think limiting it to archers and knights--which already have a weakness on the enemy phase and are designed to hold choke points respectively--would be the best implementation of such a trick. Snipers getting increased range on the ability would make maneuvering around or closing with them potentially quite tricky. Onmi posted:Well no, but honestly nothing does. Fire Emblem benefits from being as simple as it can be. Everything they should add in has mostly already been kept. Height and Ledges really need to make a come back. I just spitball ideas like this cause it sounds interesting. Pair-Up looks to be the next thing they're going to try to make work, and honestly I want it to be like SRWL's Twin System, but I'm nowhere near sure how to make that 'Work' within the game. What is this system?
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# ? Feb 22, 2015 01:30 |
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DoctorStrangelove posted:It would be a good skill for the Sniper class. This sounds good on paper but, much like giving them more range, this would be hell to deal with when you're actually fighting against them.
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# ? Feb 22, 2015 01:34 |
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Lotish posted:Yeah, I think limiting it to archers and knights--which already have a weakness on the enemy phase and are designed to hold choke points respectively--would be the best implementation of such a trick. Snipers getting increased range on the ability would make maneuvering around or closing with them potentially quite tricky. The twin system has you pair up your units in the intermission where they get a bonus determined on which of the units are paired up, for example Sandrock Custom is giving Mazinkaiser HP + 500. A rank in land, Status Immunity HP + 1000. S rank in land, Status Immunity HP + 1500. S rank in land, Status Immunity Depending on the Sandrocks level of Upgrades (You could equate this to support level) While Mazinkaiser is providing Sandrock with Armor + 150, Dodge + 5 Armor + 200, Dodge + 15 Armor + 250, Dodge + 25 Again, dependent on Upgrades. So by putting them together you get a rather tanky unit with more HP and Armor, with a bit more avoid. Also, since Sandrock has the ability to resupply, Mazinkaiser gains a 10% Energy regeneration, and if Sandrock could repair, it would be a health regen. In battle, a single enemy on their own could target either your leader or the Twin, and similarly you could focus attack on an enemy twins leader and back up, or just face off your leader against theirs, your twin against theres. The system isn't ever going to work 1-1 for FE, but it addresses my main desire. "If I'm going to have 77 units, I'd like for more than 15 of them to be deployed."
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# ? Feb 22, 2015 02:09 |
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Really, Onmi just wants to make FE: SRW Edition or vice-versa.
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# ? Feb 22, 2015 02:32 |
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# ? Jun 9, 2024 16:19 |
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FPzero posted:Really, Onmi just wants to make FE: SRW Edition or vice-versa. He's not wrong.
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# ? Feb 22, 2015 02:44 |