Taking what we have, making the most out of it, as well implementing Auto- attack/involved battle system.
Battle system
Dividing Stamina bar, MP bar, TP bar
All moves relating to normal attacks, (Heavy Slash, Pummel, Heavy Stab etc.) use the stamina bar only.
All moves relating to WS's (Concussive Blow II, Red Lotus II, etc) use the TP bar.
All Spells in need of MP (Fire, Cure, etc) draw from the MP bar.
<Abilities that require TP as well as MP will use MP/TP as needed by the ability>
As for Abilities regarding enhancing (Still Precision, Blindside, etc) they have their own timers. so no need to place them on any bar.
Stances
The old Dev team had an interesting look at the battle system regarding stances, would like to see this idea come to life. Can add the 3 stances (Aggressive, Neutral, Defensive) Allowing each stance a noticable look,
With each stance, lets look at Pugilist for an example.
Aggressive stance: Arms up, with legs positioning weight on rear foot, ready to unload an attack. leaving themself open for an attack
Ability: Flurry
Neutral stance: Arms at waist height, ready to block/strike, standing on the balls of feet, transfering weight back and forth, allowing for evasive counters and striking.
Ability: Pummel
Defensive stance: Arms up in defensive position guarding face. weight being transfered between the legs almost bouncing back and forth ready to dodge/evade an attack.
Ability: Light Strike
Now with each stance comes different traits, Allowing the player to jump between the stances to maximize Damage or Defense. this would add a more involved battle system with jumping from say a DD to Tank all depending on how the battle evolves, or gaining TP in a Defensive stance while soloing, then jumping through to the Aggressive stance to preform a WS then back to the Defensive stance to resume, taking in the timing of the monsters attacks. to limit any damage that may be taken to a minimal.
Aggressive stance: High attack power, Low evasion, Low defense.
Neutral stance: Moderate attack power/evasion/defense.
Defensive stance: Low attack power, High evasion/defense
Auto-attack
With this idea in place, now SE can add a toggle for Auto-attack on/off in the menu. with Auto-attack on. the Game would maximize the stamina depending on the stance the player is in (useing the stamina gauge and amounts for each move already in place) All the attacks would need to be added to the action bar in order to be used, regardless if auto-attack is on or off. For the game to know what abilities would be used per stance, (Attack stance: Flurry would need be in the action bar, as would Light Strike for Defensive etc) SE can also just add them like they do with the basic attack (Light strike, Light stab etc).
As for those who would like to take full control of their character, they will have the ability to toggle Auto-attack off, allowing them to use the attacks when they see fit.
Would be very helpful to allow use of templates (FF11 had macro books, allowing you to create macros for multiple jobs) should work same fashion for say Action bars. to switch between a Tank/DD/Healer role per class, just make a "Book, Template" that you can load for when you switch between roles/classes.
This brings an interesting idea I got from reading the Pugilist forums. now Monk from FF11 had a kick attack, SE could add a copy move (kick attacks) for each move from Pugilist (Pummel, Flurry, as well as the WS's) add a slider to determine the % between kick attacks or punching. to help create ones playing style alittle farther while useing the auto-attack. This would not apply while auto-attack is off due to player being in full control.
Ability points/Cross class abilities
One method I could think of for this, would be to have abilities for the class in question cost 0 points (Pugilist abilities on Pugilist class, etc for all classes), also seperate the Tiers to their own timers (Jarring Strike I, II. Cure I, II). As for cross class abilities, can just increase the cost and or lowering the total amount of points one would have to use for cross class abilities. incouraging players to stick to their own class abilities as well giving them some freedom to experiment. Also adjust the affinity between abilities for cross class, limit some abilities from being cross classed (if required), as well as a limiting factor of the "required rank" to use an ability.
Stats/points
Keep both Physical level and Job rank.
Only change would be to add more stats, MP/HP (separate from MND/VIT), AGI, allowing more freedom for players to place points (tweak) their main role (much like say Merits in FF11).
The classes would rank up with a base stat per job per rank (kind of like FF11) Each rank would have a cap on the stats being displayed in blue when reached (adding in the physical points).
This would help players build a class more to their liking aswell keep the class within a set "role"
An example would be.. lets say GLA. the player would like a more Mage style (DRK style) so their physical points would be placed in INT, MP, PIETY. this would allow the player to cast some spells and play more of a mage style.
Limiting factors would be amount of INT, MP, PIETY, as well the affinity of spells/points cost to set them on a cross class.
Same Class, GLA that would like increase a DD role, or Tank role. can increase stats towards STR or DEF as well HP.
The Class "base" stats will not be capped, allowing the players the freedom to play and design their own with in that class through physical level and points.
These are just a few ideas I can think of that would take what we currently have and adjusting them... to allow for options such as auto-attack. Hopefuly it makes sense (I'm very bad at putting ideas to pen)
Thank you for reading.![]()