| 05-18-2005, 05:11 AM | #1 |
Guest | Hello, I'm a (relatively) new member to the forum, even though I've been hanging around for a bit. I've just got an idea to start a map (which I will be dedicating myself to, since I need something to do during college and vacation, or unless I get WoW). Anyway, I'm going to make a map based off Final Fantasy Tactic's story and I basically just need some helpful ideas or correction on FFT lore. I love the FFT series and I hope that I got the right idea. I lost my game CD so I can't look back over the histories of each character . Again, I mostly need a little feedback, criticism (be nice please). Just suggestions on the story, quests, hero classes, and hero stats, and other things.So far, this is the background story. After many years of the Lion War, where the heroic Ramza Beoulve saved the world from the revival of the fallen angel Altima. Howver, the line of Altima's Bane, the Beoulves, have ended. Over the years, the Zodiac Stones have once again been found. This time, a lost, confused soul, has called on the Zodiac Demons. Ivalice itself has gone forth into a Dark Age, the only light held within the lost Durai writings and historical books of Alazlam Durai. With these tools, heros of Ivalice must rise forth to save the land from this threat. The First Chapter: Fall of Gallionne This story involves a brief introductory movie (skippable) showing the ending scenes of FFT (yes, spoilers) and also a movie of the finding of the Zodiac Stones. Gameplay: The story is a Castle Defense/oRPG. Players must protect the towns (the flag in each town) and complete quests. Players may save their characters. The most important city to defend is the capital of that section. There are smaller towns and villages around the map. While some of them aren't necessary to win (some may be till a certain point), keeping towns alive provide you with resources. Quests: Most quests will involve travelling to other cities and little dungeon investigating (not that there will be a lot). The basic quests are defending the capital What I need help on are the heros that each player can select. Basic quests are: 1) Defending the capital city, 2) Finding Zodiac Stones, 3) Banishing Zodiac Demons. Heros: One of the most important sections. There are 4 sets of heros to deal with in the game. 1) The Player Heros: These involve the player's main hero and sub-heros (further discussed in #4). They are leveled and used as any other rpg. 2) Town Heros: These are the computer controlled ally heros. These are not required to win the game, but make it easier defending towns. If killed, there is a small time period to revive them (via Phoenix Down), or by resurrecting them at the town flag (which will of course cost a hefty amount). 3) Enemy Heros: I'm trying to reflect the FFT game a lot. Most enemies will be heros with levels, stats, and skills. There will be the average heros which will give as much EXP as an average creep, and the quest heros which will be extremely strong and give a good prize. 4) The Player's Sub-Heroes: Player's will be able to raise their own army (limited to 4 sub-heros). The sub-heros are not heros themselves, but have the Hero Inventory and strong stats. The player may use their resources to buy JP or Propositions for their sub-heros to raise their strength and change their classes. Hero Stats: #1: Physical, Speed, Magical: Self-explanatory. Physical->Damage, Speed->Attack Frequency, Magical->Mana and Magic damage. #2: ______, Brave, Faith: ______->Don't know what this stat should be, maybe Zodiac?, Brave-> Armor increase and reaction increase, Faith->Spell Damage increase and magic succeptability. So basically, the higher faith you have, the more spell damage you do. However, it will also affect how much magic damage you will receive. So 100 faith will have high magic strength, but it will also mean you receive more magic damage/healing when effected. Anyone know how to make intelligence part of a spell's damage? I was planning on giving a unit a -xx% spell reduction ability to imitate weakness to magic with higher faith. So based upon a units faith, they willl either have 10%, 20%, etc.. to 100% spell damage increase. Shouldn't be that hard. It would make a Mediator class's ability more useful for using on allies and enemies. For heros, I was planning on having Divine Knight, Holy Knight, Heaven/Hell Knight, Astrologist, Engineer, Noble (Squire), Dragoner, Temple Knight, Arc Knight, Assassin, Rune Knight. Or should I have the normal classes (Knight/Calculator, Geomancer) be selectable heros? Or should you start as the normal classes and can build up to these special classes? Anyways, suggestions, comments, praises (HA! Ya right!) |
| 05-21-2005, 07:21 AM | #2 |
I gotta tell you, I love FFT. So, I hope that you willl make this map. It sounds awesome. As for your last question, you should just start with the regular classes, because not everybody starts with the uniques. Your regular units don't at all. :P Are your faith and brave going to change? They should only change from some spells, like Doubt Faith, Pray Faith, and Foxbird. Remember, no one's faith in FFT ever reached even the 70's. That's how it was for me. My main guy has a faith of 71 and a brave of 69. :D Hell Knight and Heaven Knight should be opposite of eachother in faith and brave. Is it your map, so do whatever you want. Good Luck! |
| 05-24-2005, 04:23 AM | #3 |
Guest | Not sure if I'm understanding correctly, do you mean the computer created units faith and brave are between 40-70? True. Is it possible to place a cap on how high stats can go? I'm having problems trying to find a way to create the whole Brave and Faith system without having it as stats. Are units with the locust ability counted as a unit under your control? I can't use my map editor right now, loaned it to a friend for installing wc3, but... Event: Unit casts a spell on self. Condition: Spell is equal to Faith. Action: Create Faith for self. (Not sure how to do this). If # of Faith units = 5. Remove ability (can I remove an ability in the control slot?). Give ability 50% Faith to unit. Anyone know how to make a trigger like this? Thanks for the encouragement. I do plan to make this map as something to do during college and when I'm not paying for WoW (which I will be getting soon to play with my bro in Hawaii :D). Any suggestions on how to make different skills for each class? I think I'll use the normally used classes. Just a thought, I was thinking that if a character was a Time Mage, they could receive the Time Mage's Teleport ability. There are different regions. If you're in one region and you try to cast Teleport into another region, there will be a % chance that you will actually successfully teleport there. So say you're in Dorter (far south) and you teleport to Igros Castle (far west). You will have a 50% chance of making it. However, if you teleport to Gariland city (centered between these two), you will have a 70% of successfully going there. This should make it easier getting to different places, but should have a penalty of 3 second banishment/stun if fail. Anyways, any extra ideas? Do you think there should be skins and models of each class? |
| 05-24-2005, 06:47 AM | #4 |
I would like to help, but I got school that's loading the studying and tests for the finals. Need... to... study... @_@ There is: Squire Chemist Knight Archer White Mage Black Mage Time Mage Oracle Thief Ninja Summoner Mediator Calculator Samurai Bard/Dancer(relatively the same, just different gender class) I don't think there are more... If you are putting in special classes, then there is: Sorcerer(Different from Black Mage) Holy Knight Dark Knight Hell Knight Heaven Knight Master Swordman(Something like that :P) Temple(-e +ar?) Knight Priest(Different from White Mage) Astrologist(Galaxy Stop pawns!) That's all I can remember at the moment. |
