joshyface
Plausible side quests:-An arena challenge (reward ideas: fun extra outfits/equipment , Breaths, maybe some sort of pvp but i'm not fond of that.) -Solo areas? -team arena? -time/turn challenge?-Trade Quest-Item fetch quests
timbits1o1
josh: those are great ideas. probably shouldn't reward with level ups though, just more stat resets and changes in appearance would be n
rainen
k so going back to my two things. You're right infinite random battles would stop making sense so maybe there could be a secret ending to the quest if you fight X battles? And then with the perks deal, I don't know why but by the time i got to memories of tale i could never get the two highest level perks, some times i couldn't even get the third highest level perk. Even worse is that one of the games i played I went with the builds that used the lowest level perks and I ended up being a level short for all but N
macfluffers
As for the random battles thing...what you're saying could probably be done better as a side-quest with a set of unique battles, rather than the same one over and over again.Oooh, that gives me an idea! What about branching storylines? With multiple sets of battles? That would be cool! The original Ge.Ne.Sis already has good replay value, and so I would hope that the new one will too, but branching storylines would make it even bet
mokona96
While I was thinking about this, I came up with another idea. This is probably worse than branching storylines. Partway through the game, the party splits apart for some reason. You choose who to go with, and after a couple battles get a secondary character before meeting back up with the others.And while I was thinking about that, I thought about the tarots. I think it would be cool if the characters had a tarot that completely opposed them. For example, Sisi would have a tarot similar to the Death, Nera would have some ranged tarot with low movement, and Gelyan would have a pure magic tarot.Thinking about this further, I realized that all three of the main characters have an RPS style to them: Gely beats Nera, Nera beats Sisi, and Sisi beats Gely. So they could also have tarots to cover this weakness. (Nera - Magic, Sisi - Range, Gely - Physi
athenas129
think that adding new tarots and some new outfits would be pretty c
joshyface
QUOTE (Koty129 @ Sep 1 2010, 05:56 PM) quotecI think that adding new tarots and some new outfits would be pretty cool!QuoteEndQuoteEEndwe know that their will be six more tarots. I think an has decided on five. If i can remeber correctly i think they are, Nera- The world, Justice; Sisi- The emperor; Gely- Wheel of fortune, The tower.quoteo(post=4209:date=Sep 1 2010, 05:59 PM:name=rainen)QUOTE (rainen @ Sep 1 2010, 05:59 PM) quotecoh right /happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />' sorry. Any way, I think there should be a way to get an improved soulburst for your tarots. By end game i got bored with the soulbursts we had. Possibly maybe even a new attackQuoteEndQuoteEEndI could support tarots getting new moves, when their corresponding characters get new mo
mokona96
You'd have to fight all the other tarots (not individually, that would take too lo
joshyface
Temperance- I have not idea how you can relate this to Sisi. She isn't at all 'balanced'. If anything i'd says shes chaotic. Judgment- I'm sure you could relate this to her but, i think it's too close in meaning to justice. All the charaters should have distinct Tarots. Ummm, I like the idea of fighting the other tarots but, how would you organize this. Is it gonna be like clan wars in , or will it be in some sort of area/secret area? While i'm on the topic of secret areas, An could make a secret dungeon for donators. Where the final boss could be EL. Hence, giving players more of a reason to donate, and fulfilling mokona's need for a cameo.EDIT: I forgot to mention in a the post where i quoted rainen, I do not think we should add/change the soulbur
an
Confirmed Feature:Semi Real-time duel battle system Unlike the original game, character won't just strike and run back tho their spot. Units will knock each other around, run back and forth in battle. Movement speed and range will be also be calculated in duel battle sequence for more exciting duels. The duel is paused when player want to issue a specific command. Confirmed Feature:New Attribute-Dexterity Dexterity effects hit rate (vs dodge rate) and increase the chance of unit starting a combo chain. Combo chains allows units to link many attacks without having to wait for the delay.Possible Feature(I'm considering it) Allowing units to "gang-up" on enemies. For example, if a monster is standing next to both Nera and Gelyan, when Nera or Gelyan itinalize a duel, both Nera and Gely will enter the battle and fight the monster 2 v
obscurans
emi-realtime duel is beyond awesome. Something says the fact I'm also trying to make something like it biases me, but pf
mokona96
Dexterity: Moar levels please.Gang-up: Oh god, no. Please don't do it. It's not really worth it. You have to debate on range or adjacent, control two characters in tandem, and make it that enemies won't completely destroy you without you being able to kill more than
an
Also, yeah I will probly raise the level and stat cap to 30.May be each player character can have a morale source that determinate how often they participate in a team-up. It may be really cool to see Nera and Sisily pulverizes an enemy together ...decisions decisions
si.ner.ge
I don't mind "semi real time" so long as it doesn't turn into an action game. If I wanted to be frantically clicking and dragging every five seconds, I'd play an
joshyface
I am a bit confused/worried about a "team-up" function. -I think it should be based on range rather than, if they are next to the enemy. -In this function, will characters be able to use healing/buffing abilities on the other ally because, that could be interesting/overpowered. (Imagine if you moon waltzed a magic sisi, warp tornado would be crazy.) -Will the support characters take energy when they attack. -What keeps a sniper/endurance gely from using the moves you don't want them too. esspecially with sniper gelys, I don't want them to be taking away from their already miniscule health.-what makes the morale source get raised? a certain stat? number of hits?-will enemies be able to attack both parties, if they are in ra
timbits1o1
agree with si.ner.ge. as in, i don't want it to be like final fantasy where you have to choose attacks in a short amount of time, tactical rpgs should not have time restrictions otherwise you'll need to make up and memorize strategies beforehand. i'll be ok with it as long as it doesn't turn out like that. on another note, would the stat/level cap mean that the perks/skills that were made up beforehand in the first game's walkthrough will have to be completely scrapped? (not a bad thing, since i saw some theoretical builds EL made and was baffled at how much enemies will need to power
an
The main difference of this system compared to the old one is that units run around the battle field and knock each other around when they fight. The movement speed and range will also be calculated into the delay. Ranged characters can fight from afar at first (less delay) and melee character will run up to them (more delay). Once melee character are close to ranged characters, ranged characters will attempt to run away (use more delay) to keep distance which put them in disadvantage. My thought about team-up feature is this.Each unit have a morale score that allows them to participate as support character in duels. In order to support the duel, the enemy have to be within their range. So, if Gelyan is 2 cell away from the enemy, and Nera attacks that enemy, Gely may appear in the duel as support character.Support characters are controlled by AI and can only use basic attack. However, if they have high dexterity, they have a chance to perform combo attacks. Combo attacks uses no energy. Enemies will only attempt to fight the leader who invoked the d
macfluffers
ounds hard to learn, but interesting. (I guess that's the price of complexity.) It sounds like a good idea to
chamomileess
QUOTE (Mokona @ Aug 30 2010, 08:42 PM) quotecIt's not moving and attacking, it's moving and another action. Therefore, moving gets rid of attacking, not any action. And while he be even more godly, you could make it that Range = Attack Range - Spaces Moved. Bad idea. I know. It's just more realistic. (Movement = Less Aim. This could also lower his attack and accuracy.)QuoteEndQuoteEEndThis is why I proposed this a while back (I am not going to go look for it because I am lazy...)Since many people have lost strategic advantages because they accidentally moved Gely and didn't have a chance to undo it, change Gely's Central perk (Dark Ranger) so that Gelyan's attack range changes to 0 after he moves. This way, he can still Cancel his move, Summon HM in a more useful spot in 1 turn, or Soulburst his tarots. He won't be able to attack, but he'll be able to complete more in one t
athenas129
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