Safir-Kreuz wrote:I. I would want all my characters to have wallets, instead of them sharing a magical money source.
I don't see the point here. Why? If we do this, then how is money delegated once it's won from battle? What if I want to transfer money from character A to character B? I know that having seperate wallets is probably more realistic
, but it sure as hell sounds to me like it would be less fun
. In fact, it would become a pain in the ass just to manage your money and I feel it would annoy the player. One of the goals with Allacrost is to eliminate all the tedious crap with RPGs, so this sounds like it would be in direct violation of that.
But maybe you're thinking of something I'm not?
if you can convince me that this has a purpose and will enhance the player's experience, I will reconsider.
II. Items have to be equipped to the character instead of them all sharing an inventory. This means that you have to equip carrying items. Such items would include:
A. Pouches, Side Pacs, etc. - These carrying cases can be used for misc. items. They have no added effects, come in three sizes (Each one getting heavier, more wait time, but of course more slots)
B. Medipacs - Carrying case for medicines, vaccines, and other useful healing items. They come in three sizes, each with a different number of slots just like the Pouches and Side Pacs.
C. Itemists/Alchemists Bags - Again like Medipacs, this one focus on particular items, in which is modular items (Items in which are made by the users, think of Rikku and her Mix Overdrive)
Of course there would be ultimate items, like Metamedicina a orb that does 5x effects with medical items, and has no waiting time at all.
I think I
of this one. It will greatly increase the value the player puts on items, since now they can't use a hi-potion of phoenix down whenever they feel like it. I also feel that some characters should be able to carry more than others (maybe only some characters can upgrade their item bags).
of segmenting items into three types of bags though. It just sounds like a pain. I think there should be a single item pouch and the user can place any items they want in them.
On a related note, do we want characters to be able to change weapons/armor in the midst of battle? I am thinking no.
Safir-Kreuz wrote:III. I would let Magic be learned differently, instead you will have a normal set of spells you can learn at a given time. The way you learn Cure is to practice using cure. (This means that Spell is already in your Magic Library, Think Elly from Xenogears and her success rate with her ether)
Then to learn other spells that are not automatically listed you have gather information about it or go to training arenas (Think Chrono Trigger when you first meet Spekkio)
Realize that when you say magic, you mean skills (which can include attack, defense, and support actions, some of which may be magical). Actually in the staff forums I made a post about this earlier last week suggesting that we let skills be learned in a variety of ways. For example, finding a secret tome, learning a skill from a retired warrior, etc. That way we can actually have some skills be learned only from side quests, which is pretty cool I think.
I have also been thinking about "a skill must be practiced before it can be learned" as you suggested. It doesn't seem to be incredibly realistic that you can just pick up a new skill in an instant. I haven't really thought of a good way to do this though....
...wait, I think I just did.
How about this: characters can "learn" a skill instantly, but they have to practice it to "perfect" it. For example, suppose character X learns a cure spell. The first time they use it in battle, it only has 20% effectiveness. But after each time they use it (in battle only), the effectiveness increases a few % points. Eventually it gets to 100%, after which the character can use the skill at maximum effectivness forever.
Does that sound like a good idea to anyone? I like it at least.
In the main menu the player can see how close they are to perfecting their skills, and once a battle finishes if the skill is learned then you get a message on the rewards screen about it. I really hope you guys
of this, because I think I just sold myself on the concept.
IV. Weapons would have three basic attack precursors. Slash, Pierce, and Blunt damage (Swords, Arrows, and Staves) and of course the Short/Long Range tactics.
Hmm, that all I can think of for now.
I think this can sort of be tied in to the elemental/status system. Just like fire monsters are weak against water, maybe some monsters are weak against pierce damage.
We still have a lot of details to work out in the element/status system though so who knows. I'm just throwing the idea out there for the moment.