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Thread: Chocobo Derby!

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    Player AyinDygra's Avatar
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    Mar 2011
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    Chocobo Derby!

    Chocobo Derby!(Mini-game Suggestion)
    The Chocobo Derby is a group of games played while riding chocobos. Riders can use all manner of buffs, attacks and defenses common to chocobo races as they attempt to score points or accomplish goals. The items used to enable these actions can be brought into the games by riders or dug up on the field of play while the game is in session.

    Chocobo Derby games are not races. They have several goals to complete within the time limits or they only last until the mode's ultimate goal is reached. During these games, you control your chocobo as its rider 100% of the time, unlike the automated Chocobo Race movies using surrogate NPC riders.

    You can register different chocobos for Chocobo Derby, Chocobo Races and your Chocobo Whistle.
    The Basics of Derby Games:
    * Must be at least level 20 and have a chocobo license.

    * Starting a Game: Derby games are initiated by a VCS Representative in the field, similar to interacting with a combination of the Assault Mission gateways and the Chocobo Race NPC.

    * You cannot dismount your Chocobo at any time. You will never be forcibly dismounted. You cannot change zones during a game.

    * Normal enemies in the zone will not attack you. You cannot target normal enemies. (Ballista-style segregation)

    * Chocobos have endurance limits that act similar to HP bars. Some items consume endurance to use them. Running consumes endurance slowly. You can run at your top speed until your chocobo's endurance reaches 0, at which time you can only walk until you regen over time while standing still or walking. At 0 Endurance, you cannot use Chocobo Race/Derby items or offensive abilities against enemies. Self-target items are still usable, but Speed Apples will not increase your speed at 0 endurance.

    * Chocobo Race Items (such as Speed Apples) can be used to similar (but not always identical) effect in Derby games. Players are not limited to a single item per event. They can bring stacks of various items of any kind they like, and use them all during a single event. Race Items will act as consumables that are only accessible while in the games (similar to how "Dig" only appears on the menu when its conditions are met.)

    * During Derby games, you can dig up Derby Items by feeding your Chocobo a Gysahl Green, Azouph Green or Sharug Green. The Player's Chocobo Digging skill strongly influences item quality and "dig" recast. "A10" diggers can dig again as soon as the digging animation finishes.

    * Saddles are available in Chocobo Derby Events, the same as Races.

    * Extra equipment (Chocobo Taping, Blinkers, Roll, Hood) can be chosen as well, limited to one piece of equipment for the Derby, the same as Races. This item will last the duration of one event, and is consumed.

    * "Official" matches include a Chocobo-mounted Judge that can prohibit the use of selected items, traits, Chocobo abilities, or only allow certain items, traits, or Chocobo abilities, to make things challenging if people rely on certain aspects of the game to win a majority of the time.

    * Leaving a Game: You cannot dismount for the duration of the challenge. You can leave the event by talking to the VCS Representative. If you are the only opponent against another player, this counts as a forfeit, but neither player wins (other restrictions like this may apply, since this is meant to prevent people from giving others quick wins to reap the chocobuck rewards among other things) Disconnecting during a challenge does not end the event, but if you return only after the event ends, you will re-appear at the VCS Representative's location, dismounted.


    Chocobo Rentals:
    You can rent chocobos of any color for the derby, but they won't have as good stats as those you can raise on your own. This will be good for quick games for those who don't want to put much effort into their own chocobo, but want to experience the games for occasional fun, or for those who want to test the abilities of the other colored chocobos, to see if it's worth raising their own for their playstyle.


    VCS Representatives
    For the Derby Games, Vana'diel Chocobo Society (VCS) representatives are usually armored Judges on armored Golden Chocobos. They will handle all the setup functions necessary for the different games. Certain challenges are only available in certain zones. VCS NPCs found in each zone will have several functions:

    * Purchase Chocobuck items in the field.
    * Rent a travel chocobo. (like at crags and stables)
    * Choose the Challenge Mode from those available in the zone. (see list below)
    * Register the chocobo you wish to use in challenges.
    (can be the same or different chocobo than the one you have registered to race or the one called by your whistle.)
    * Choose your registered chocobo or a Rental Chocobo. (costs 1000gil to rent, free use of registered chocobo)
    * Equip your chocobo. (one of: Taping/Blinkers/Roll/Hood) Lasts the whole event duration, Consumed after one event.
    * Set Item and Ability use restrictions for player-modified Official Matches that are supervised by Judges.
    * Set the number of players, team style, versus matches, pick teams, etc, depending on challenge.


    Derby Command Menu
    Chat
    Dig >
    * Gysahl Dig
    * Azouph Dig
    * Sharug Dig
    Derby Item > (only displays items you have in current inventory)
    * (Insert full inventory-dependent list here)
    Abilities > (includes only the ability your current mount has, I count this as an expanding group in case some mounts are given more than one ability)
    * (Insert available ability(s) for the current mount)
    Treasure Pool (when treasure pool is not empty)
    Rest (this command needs to be used while you are not moving to increase endurance regeneration. This prevents you from using offensive items for a short window after you resume movement.) A "sitting" animation would probably be too much to ask.
    You CAN interact with the VCS representative while on a mount.


    Challenge Modes:
    * Elimination Challenge: Last man standing wins. Reaching 0 endurance knocks you out of the competition. Anything goes for item or Chocobo ability usage. Free-for-all, no teams. Target anyone with attacks.
    ~ Requires at least two participants, either two players (PvP) or one player and one NPC (PVE). The more the merrier.

    * Digger's Delight: Scramble to get as many of the scattered items as possible and return them to the Fat Chocobo. These items can only be dug up using the same system as Chocobo Hot and Cold. Digs will still provide Derby items, but they will also tell you how close you are to a collectible item (Chocobos with "Treasure Finder" will give you an advantage in this challenge) There are a set number of items available, so it is possible for one team to make it impossible for the other to win after collecting a certain number first (This ends the challenge early.) You must return to the Fat Chocobo with each item for them to count toward your goals, and to collect another item.
    ~ This challenge can be taken on 1vs1 or equal teams with more members.
    ~ This challenge can be player vs player, player vs NPC, player team vs player team, or player team vs NPC team.

    * Knock Out Tally: Use as many offensive items against other participants as possible, scoring for each person you take to 0 endurance by your actions.
    ~ Requires at least two participants, either two players (PvP) or one player and one NPC (PVE). The more the merrier.

    * A-Maze-ing: Be the first to the destination while avoiding attacks from NPC combatants and other players. Several maps and changing courses with random destinations. Digs will tell you how close you are to your destination. The first of these challenges should be available in Attohwa Chasm with the random miasma walls, and the Sacrarium that changes each day. Perhaps even a new Cape Riverne Site #C03, (or part of an existing site) where you have to navigate your way between different islands by way of distortion portals.
    ~ This is a single player challenge with NPC or other player opponents.
    ~ There are no team versions.

    * Slippery Slope: Race as high up a mountain as you can get before time runs out. Better rewards the higher you go. Enemy attacks will cause you to slide back down a short distance. When you stop running, you slide back down. Giant snow balls rolling down the mountain may be additional obstacles. A wyrm may fly through, breathing fire or ice breath to spice things up even more. Amphipheters may also cause dangerous winds.
    ~ This is a single player challenge with NPC or other player opponents.
    ~ There are no team versions.

    * Pursuit and Subdue:
    You and your companions have been requested to pursue and protect the fleeing target of enemy forces or subdue a rampaging beast.

    ~ All chocobos wear armor in these two challenges.

    ~ This can be a single player event for certain challenges (weaker opponents), all the way up to alliance-level difficulty, so you'll want to bring friends for those, with multiple Chocobo and mount types to fill certain roles.

    ~ There may be some versions of this where two or more players are attempting to subdue the same enemy, but that would take some more figuring out how to perfectly implement. Perhaps the target would have separate Endurance bars for each participant, otherwise this would be a team event until it gets critically low on endurance, then it becomes whoever can do damage first to subdue, unless there is another game mechanic at work to "win" at this point. This may be the case for attempting to claim an HNM through this game system.

    ~ A thought about Subdue: Introducing this mini-game to the Besieged "Advancing" period would allow players to attempt to stop the arrival of the dreaded Mega-pets as they move toward Al Zahbi, and get rewarded for it. This could also be a new way to "claim" new HNMs that ordinarily leave players alone or cannot be interacted with, similar to Cactrot Rapido (may be an alternate method of claiming Dark Ixion, instead of using the item dropped by Pixies.) So a normal battle may commence at the end of a successful "Subdue" mission. Some Subdued enemies may drop items like those who are defeated in normal battle, without initiating combat after being subdued.
    Pursuit: Work together to protect the fleeing target before it is defeated by its pursuers. Defeat all of the Enemy Riders and their cohorts before the fleeing target's endurance reaches 0. Some of these targets may offer to help Summoners, Rangers and Beastmasters in the future too, if you do a good job.
    Possible Targets being Pursued:
    ~ A Tiny Sylph in Jugner Forest, The Sanctuary of Zi'Tah, Pashhow Marshlands, La Theine Plateau, Konschtat Highlands
    ~ A Goblin Mercenary Chocobo Rider in Ronfaure, Sarutabaruta or Gustaberg
    ~ A Moogle Chocobo Rider in Ronfaure, Sarutabaruta or Gustaberg
    ~ A Yeti riden by a Moogle in Uleguerand Range, Xarcabard or Beaucedine Glacier
    ~ A Monoceros (an Auroral Alicorn) in Jugner Forest, Pashhow Marshlands, Rolanberry Fields, or The Sanctuary of Zi'Tah
    ~ A White Chocobo in Jugner Forest or Pashhow Marshlands
    ~ A Lost Automaton in Wajaom Woodlands, Bhaflau Thickets or Caedarva Mire
    ~ A Missing Gear in Wajaom Woodlands, Bhaflau Thickets or Caedarva Mire
    ~ A Qiqirn Merchant wagon in Wajaom Woodlands, Bhaflau Thickets or Caedarva Mire
    Subdue: Capture the rampaging beast before it destroys everything in the area. Bring the rampaging beast's endurance down to 0 before it reaches its destination, or destroys all the NPCs and/or structural targets in the area. Some will be accompanied by its own minions or Beastman forces who are spurring them on to rampage. Your reward will vary with how many targets are protected at the end. These beasts will have powerful endurance draining attacks, some area of effect. Some of these could be considered Chocobo Notorious Monsters (CNM), and drop items for use in combat outside of Chocobo riding. Some of these CNMs may offer to help Summoners, Rangers and Beastmasters in the future too, if they are impressed with your skill.
    Possible Targets to Subdue:
    ~ A speedy giant Cactaur in Altepa Desert, Cape Terrigan, Valley of Sorrows or Fort Karugo-Narugo
    ~ A Monoceros (a Dark Ixion) in Jugner Forest, Pashhow Marshlands, Rolanberry Fields, or The Sanctuary of Zi'Tah
    ~ A Sandworm in Altepa Desert, Cape Terrigan, Valley of Sorrows or Fort Karugo-Narugo
    ~ A Golden Chocobo in Meriphataud Mountains, Konschtat Highlands, La Theine Plateau, Yuhtunga Jungle or Yhoator Jungle
    ~ A Tritoch/Valigarmanda (Roc) in Uleguerand Range, Xarcabard or Beaucedine Glacier
    ~ A Khimaira in Caedarva Mire or Bhaflau Thickets
    ~ A Hydra in Wajaom Woodlands or Bhaflau Thickets
    ~ A Cerberus in Wajaom Woodlands or Bhaflau Thickets
    ~ A Giant Acrolith in Wajaom Woodlands, Bhaflau Thickets or Caedarva Mire.
    ~ A Young Behemoth in Qufim, Jugner Forest, Beaucedine Glacier, Battalia Downs, Sauromugue Champaign
    ~ A Crazed Yeti in Uleguerand Range, Xarcabard or Beaucedine Glacier
    ~ The Dark Rider! ok maybe not this last one (In Caedarva Mire, Bhaflau Thickets or Wajaom Woodlands)
    * Official Elimination Challenge: Last man standing battle. Reaching 0 endurance knocks you out of the competition. Since this is an official match, the Judge may prohibit certain items or enforce usage of only a single item. (These prohibitions and item restrictions will be clearly presented before the event begins. These can be chosen by participants before the event begins.)

    * Official Knock Out Tally: Use as many offensive items and abilities as you possibly can against other participants, scoring for each person you take to 0 endurance by your actions. Since this is an official match, the Judge may prohibit certain items or enforce usage of only a single item. (These prohibitions and item restrictions will be clearly presented before the event begins. These can be chosen by participants before the event begins.)

    * Official Slippery Slope: Race as high up a mountain as you can get before time runs out. Better rewards the higher you go. Enemy attacks will cause you to slide back down a short distance. When you stop running, you slide back down. Giant snow balls rolling down the mountain may be additional obstacles. A wyrm may fly through, breathing fire or ice breath to spice things up even more. Amphipheters may also cause dangerous winds (knock back). Since this is an official match, the Judge may prohibit certain items or allow usage of certain items. (These prohibitions and item restrictions will be clearly presented before the event begins. These can be chosen by participants before the event begins.)

    * Official Tournament: Last man standing battle. Reaching 0 endurance knocks you out of the competition. Competitors fight one on one battles in brackets. Since this is an official match, the Judge may prohibit certain items or enforce usage of only a single item. (These prohibitions and item restrictions will be clearly presented before the event begins. These are usually set by the story or randomly instead of by participant choice, before the event begins.)


    Chocobo Special Traits:
    Shared Abilities
    * All chocobos know "Gysahl Dig" to dig up random Derby Items by consuming a Gysahl Green.
    * All chocobos can use other greens to dig up more targeted Derby Items. "Azouph Dig" "Sharug Dig"
    * The most common Derby items dug up are Gysahl Greens, Azouph Greens and Sharug Greens.

    Difference between Colored Chocobos
    * Dyed chocobos do not gain the benefits of the temporary color, however, for PvP, misleading colors could be tactically useful, when facing random people who don't know what chocobos you really have access to.
    * Yellow Chocobos can "Dig" up rare Derby items commonly. (be sure to bring your own greens, they won't dig up many)
    They have the Choco Cure ability to restore lost endurance to their target.
    They move at max chocobo speed in the day time and clear weather, regardless of strength.
    * Black Chocobos can "Fly" short distances to set destinations from each "diminishing tracks" location.
    They have the Choco Pellets triple attack.
    They move at max chocobo speed at night and gloomy weather, regardless of strength.
    * Red Chocobos can run over obstacles.
    They have the Choco Meteor attack.
    They move at max chocobo speed in volcanic and heatwave weather, regardless of strength.
    * Green Chocobos can run over obstacles.
    They have the Choco Esuna ability so they can remove status ailments from their team.
    They move at max chocobo speed in dusty and windy weather, regardless of strength.
    * Blue Chocobos can walk and run on top of water. They can "dig" on water. (How I mine for fish? yes. The Derby Items: Foulweather Frog, Greens and Wildgrasses are common items dug up in water!)
    They have the Choco Kick attack.
    They move at max chocobo speed in rain and thunder weather, regardless of strength.

    Chocobo Talents
    * Chocobos who know Burrow can dig up items faster than other chocobos. (shorter/faster animation and lower delay)
    * Chocobos who know Bore can dig up "better" Derby items more frequently than other chocobos.
    * Chocobos who know Canter move faster (unless they already have enough strength to move at max chocobo speed) and do not lose endurance by running.
    * Chocobos who know Gallop can move faster than other debuffed chocobos when under effects that would slow others down.
    * Chocobos who know Treasure Finder get more precise dig distance messages and can dig up the item from a further distance from the true location of an item than other chocobos in "Digger's Delight" challenges.
    * Chocobos who know Auto-Regen restore their endurance faster when resting, and even while running.


    Chocobo-Related Player Gear:
    "Chocobo" and "Rider's" sets: +time gear adds to your current chocobo's maximum endurance converting minutes to percentage.

    Race Silks:
    Sky Blue - Increases chance of digging up rare Derby items.
    Blue - Increases number of items dug up at a time.
    Green - Reduces endurance loss from attacks.
    Orange - Increases chocobo's max endurance.
    Black - Increases speed of digging up items.
    White - Increases quality of Derby items you dig up.
    Purple - Increases personal chocobo's movement speed to max, regardless of strength. (no effect on rentals)
    Red - Increases personal chocobo's max endurance greatly (no effect on rentals).

    Introduce a new line of "Chocobo Knight" Gear with bonuses related to these challenges, similar to the Race Silks above, but geared more toward battles in the Pursuit or Subdue challenges. Bonuses to mount abilities would be good statuses to add (but don't limit the effects to only chocobos, if you add the new Derby-mounts included at the end.)


    Chocobo Status Effects and Moods:
    Both Positive and Negative Status Effects and Moods can be caused by item use, player/enemy abilities, or automatically under certain circumstances.

    Positive Status/Moods:
    Energetic - Increases maximum endurance and movement speed by one level.
    * Caused randomly by receiving a positive status or healing from a team member.
    Focused - Increases status effect hit rate.
    * Caused by missing three or more status attacks in a row. (only affects the next attack item's accuracy)
    * Equipping Shadow Roll grants this status for the entire duration of the event.
    Happy - Increases resist rate of status effects.
    * Caused by not taking endurance damage for over 1 minute.
    Movement Speed Up
    Status Resistance Up
    Hyper - Reduces recast time on Derby items, items cost more endurance to use.
    * Caused by certain items and abilities.
    * May be automatically triggered when attacking a target that has low endurance.
    Loving - Increases rider's gear effects.
    * Caused by feeding your chocobo a Cupid Worm.
    * Can be triggered by keeping your chocobo at high endurance for a long time, and healing endurance damage quickly.
    * Can be lost by losing more than 40% endurance or failing to heal endurance damage quickly.
    Clarity - Immune to status attacks, 30sec duration.
    * Gained by interacting with a White Chocobo.

    Negative Status/Moods:
    (Choco Esuna, Celerity Salad and Tornado Salad remove all negative status effects)
    Bored - Reduces resist rate of status effects.
    * Caused by not moving for 30seconds.
    * Removed by moving or using an item.
    Depressed - Reduces accuracy of attacks and reduces the endurance restored to the depressed chocobo by all healing methods.
    * Increases recast time on Derby items.
    * Caused by receiving multiple status ailments in a short period of time and being below 50% endurance for 1min.
    * Removed by restoring endurance to max or removing all other status ailments.
    Sleeping - Stops movement and offensive item usage. Lasts 3 minutes.
    * Has to be woken up by Derby item, outside healing or damage. (lasts 3min otherwise)
    * Caused by not taking any actions or moving for 3min.
    * Removed by receiving healing or damage, or use of Choco Esuna or a Chocotonic.
    Illness - Reduces positive effects of any Derby items on the Ill chocobo.
    * Caused randomly by feeding your chocobo worms of any kind.
    * Removed with Tokopekko wildgrass.
    Injured - Reduces movement speed to walking.
    * Can be caused by taking more than 25% endurance damage at one time.
    * Removed with Gausebit wildgrass.
    Stomachache - Stops any more use of "food" items on yourself, except for Garidav Wildgrass.
    * Can be caused by using too many "food" items on yourself too quickly.
    * Removed with Garidav wildgrass.
    Virus - Stops endurance regeneration.
    Movement Speed Down - Reduces movement speed, usually in full strength-stat-level-increments.
    Status Resistance Down - Reduces resistance to status effects.
    Muddled - Prevents item usage.
    Bound - Cannot move, regardless of endurance. Can still use items and attacks.
    Strained - Movement drains endurance much faster than normal. (causes sweating graphic effect)
    * Usually seen as a side effect of beneficial statuses to balance their bonuses.
    * Removed by wearing off over time, or removal of the beneficial status it is linked to.


    Original Derby Items:
    Speed Apple - Increase movement speed to max for 1 minute with Strained side-effect (1min recast)
    Stamina Apple - Restore 25% endurance. (30sec recast)
    Shadow Apple - Resist status effects for 30sec (1min recast)
    Pepper Biscuit - Reduce enemy's speed by 3 levels for 30sec (1min recast)
    Fire Biscuit - Strained: Cause the target's movement to drain endurance much faster for 30sec. (1min recast)
    Gysahl Bomb - AoE reduction in enemy movement speed for 30sec (2 levels, stacks with other movement speed reductions)
    Spore Bomb - AoE Muddle: Stops enemies from using items for 20sec (1min recast)
    Fairweather Fetish - Temporarily clears up weather conditions. 1min (3min recast) Cancels out Foulweather Frog
    Foulweather Frog - Temporarily causes rain weather. 1min (3min recast) Cancels out Fairweather Fetish
    Dream Apple (not available in Chocobo Races) - AoE(team) +movement speed and resist effects, restores 25% endurance.
    Dream Cracker (not available in Chocobo Races) - AoE(enemy) -movement speed and damage endurance by 25%

    Chocobo Raising Items with Added Derby Uses:
    Gysahl Greens - Use to dig up random Derby items.
    Sharug Greens - Use to dig up defensive/healing Derby items.
    Azouph Greens - Use to dig up offensive/status Derby items.
    Chocolixir - restores 50% endurance. (5min recast)
    Hi-Chocolixir - restores 100% endurance. (5min recast)
    Chocotonic - wakes a sleeping chocobo. (30sec recast)
    Celerity Salad - Removes all status ailments, Reduces recast times on other Derby items for 30sec. (3min recast)
    Tornado Salad - Removes all status ailments, Reduces recast times on other Derby items for 1min. (5min recast)
    Tokopekko Wildgrass - Removes illness.
    Garidav Wildgrass - Removes Gysahl Bomb effect and "Stomachache" status. (1min recast)
    Gausebit Wildgrass - Restores 10% endurance. Removes "injured" status. (1min recast)
    Vomp Carrot - Increase movement speed (less than speed apple) without increased endurance loss of speed apples.
    San d'Orian Carrot - Reduces endurance loss from attacks taken. Reduces movement speed.
    Zegham Carrot - Reduces recast times on other Derby items for 10sec. Increases resist effects for 30sec. (1min recast)
    Cupid Worm - Lowers chocobo's physical Strength/Stamina stats, Increases rider's gear effects for 1min. (1min recast)
    Gregarious Worm - AoE Restore endurance 10% (1min recast)
    Parasite Worm - Lowers random Chocobo stats, grants random Chocobo ability and trait for 5min (5min recast)


    Special NPCs:
    * Pixie
    Tiny forest friends. They'll remove your status ailments if they see you in trouble. Some are mobile, some are stationary.

    * White Chocobo
    These majestic Chocobos can restore your endurance and make you temporarily immune to attack items. (They act like Pixies when you get near and they see you.) Some are mobile, some are stationary. None of them normally have riders. (they might have riders if they're involved in stories/quests)

    * Fat Chocobo
    Generally used to store all the items collected by teams. You must return to the Fat Chocobo with each item for them to count toward your score, and to collect another item. (A Fat Chocobo is the king of Chocobos in Chocobo Paradise)

    * Mounted Judge
    They enforce rules during the official competitions. They always ride armored Golden Chocobos.

    * Goblin Chocobo Digger
    These guys ride around picking up items you could have dug up during "Digger's Delight" challenges, sometimes replacing the items with better Derby items, sometimes laying down "land mines" that damage your endurance when you dig them up. They can also appear as direct NPC opponents in "Digger's Delight" Challenges, and they'll always leave land mines when they're considered opponents instead of random special NPCs on the field.

    * Qiqirn Merchant Wagon
    In exchange for Chocobucks, these guys sell Derby items on the field. When they're considered opponents, they leave bombs as they move around.

    NPC Opponents:
    * Mischievous Moogle
    The mischievous Moogles are out to cause chaos on the field, targeting anyone and everyone with random attacks. They have endurance too and can be targeted just the same as any other competitor.

    * Beastman Confederate
    These beastmen are chasing down certain targets and may be the ones spurring on certain monsters to rampage. They will be your opponents in the "Middle Lands" when you Pursue fleeing targets and try to subdue rampaging beasts. They are accompanied by other local monsters that they have enslaved.
    Orcish Lizard Rider: (Aerial Wheel: Ranged endurance damage and stun)
    Orcish Warmachine: (Scatter Shell: AoE endurance damage centered on target)
    Chained Tiger: (Roar: Stop item usage)
    Harnessed Amphiptere: (Calamitous Wind: AoE endurance damage)
    Shackled Bugard: (Bone Crusher: Cripple movement to walking)
    Indentured Gnole: (Plenilune Embrace: Heals endurance and increases damage caused by offensive abilities.) Regen at night.
    Yagudo Mounts? Yagudo beasts?
    Quadav Mounts? Quadav beasts?
    Sahagin Mounts? Sahagin beasts?
    Antican Mounts? Antican beasts?
    * Savages, Mercenaries and Swarm
    These forces are seeking new ways to assault Al Zahbi and steal the Astral Candescence. They will be your opponents in the "Near East" when you Pursue fleeing targets and attempt to prevent you from subduing rampaging beasts.
    Mamool Ja Hussar (wivre riders): (Blazing Angon: Ranged Endurance damage plus reduces resistance to status attacks.)
    Pursuit Puk: (Cross Wind: Cone endurance damage plus knock back.)
    War Ziz: (Poison Beak: Inflicts poison to sap endurance.)
    Hunting Raptor: (Chomp Rush: Three attacks and reduces movement speed.)
    Seeker Wyvern: (Wind Wall: Greatly increases evasion of attacks.)
    Bloodthirsty Chigre: (Vampiric Nip: Drain enemy endurance to restore their own) (very low endurance, cannot "regen")
    Lamia Mounts? Lamia beasts?
    Troll Mounts? Troll beasts?
    * Kindred Army
    Under orders from the Dark Divinity, the Kindred Army seeks nefarious aims. They will be your opponents in the "Northlands" when you Pursue fleeing targets and try to subdue rampaging beasts.
    Kindred Dracolich Riders (Chaos Blade: Cone effect reduces maximum endurance) (Kindred riding undead dragons)
    Ever-Searching Eye (Binding Wave: AoE bind effect) (Ahriman)
    Sentry Statue (Bloody Claw: Drains their target's endurance to restore their own) (Flying Gargouille)
    Reaptaur (Tri-clip: AoE Three-hit endurance damage plus reduces enemy accuracy) (Scythe-hand Tauri)
    Laughing Imp (Hideous Tantara: AoE Muddle) (Imp)
    Heartless Vampyr (Merciless Wing: AoE damage and stun) (Vampyr)
    (Perhaps Corpselights, Ghosts/Bhoots, Amphipteres, however, no undead skeletons (unless they're mounted), no qutrubs
    * Possibly: Ancient Olduum Forces
    Following ancient programming, these machines are hunting down certain targets or releasing certain beasts according to the wishes of a long dead civilization. Perhaps they're the automated jailers of an ancient prison. They may be your opponents in the "Near East" when you Pursue fleeing targets and attempt to prevent you from subduing rampaging beasts. They usually pursue rogue arcana, machines and chimairas.
    Warden Chariot (Diffusion Ray: Cone endurance attack.) (Chariot)
    Cell Gears (Restoral: Restores endurance damage to self and other enemies) (Gears)
    Searchlight (Identify: Reduces target's evasion and resistance to status effects.) (Spheroid)
    Jailer (Gravity Field: Creates a "Cripple" aura, but they move slowly) (Doll)
    Armory (Resupply: AoE Grants Gysahl Bombs and Spore Bombs to itself and other enemies in range.) (Magic Pot)
    (one of the Caturae riding a chariot would be interesting! but they're not olduum tech, are they?)
    ***** Rewards *****
    (If the rewards aren't good, it won't matter how good the event is)
    * Chocobucks, Chocobo Training Tokens, Chocobo Raising Items, Whistle Coupons, Chocobo Costume Items (choice of color!)

    * New "Triangle Dinner Bell" rechargable ammo "summoning" attack item.
    ~ Causes "Chocobo Stampede" attack. Ring the Triangle Bell to attract a stampede of chocobos to attack your enemy.
    ~ On Critical Hit, instead of chocobos stampeding, a giant Fat Chocobo will drop on your enemy. The "ChocoBOOM!" attack.
    ~ Rechargable up to 99 uses. (Ideally, you can gain a single charge at a time by participating in the challenges)
    ~ 10sec casting time, 10min recast.

    * New Derby-only mounts: (maybe expanded to outside Derby usage)
    These would find major use in larger group battles with "HNM" Subdue targets. You'd have to accomplish certain tasks in the games to gain access to them. You might need to "borrow" them each time, like rented Chocobos, except for free.
    Monoceros mount ("Lightning Spear": Thunder based attack that can stun, "max" speed in forests - can dig with hooves!)
    Raptor mount ("Foul Breath": Damage plus Halts endurance regen, "max" speed in warm areas, "slow" in cold areas - cannot dig.)
    Wivre mount ("Granite Hide": Stoneskin that prevents endurance damage, slow movement all the time, immune to slower - cannot dig.)

    * For Summoner: "Nature Pacts" A new non-2-hour limited-appearance summoning ability.
    They act like normal spells and can be cast with or without avatars present.
    ~ Choco & Mog (Multiple physical hits as a chocobo kicks the enemy, followed up by a Moogle's magical attack - Attack power of the first hit MIGHT be influenced by the strength of your personally raised chocobo registered to your Chocobo Whistle that will appear instead of the default yellow chocobo)
    ~ Goblin (Goblin Punch: Deals physical damage. Stronger when the Summoner's HP is lower, and the closer the summoner's level is to that of the target. Very low MP cost.)
    ~ Tritoch/Valigarmanda (3 magical attacks: Fire, Ice & Thunder. If the target is weak to one, all 3 target the weakness.)
    ~ Ixion (Lightning Spear: Cone Thunderbolt attack at the target that can cause Amnesia.)
    ~ Unicorn/Alicorn (Casts AoE Esuna on party with minor HP healing)
    ~ Sylph (Whispering Wind: Deal wind damage to the enemy and convert the damage to equally split healing the party's HP)
    ~ Yeti (Randomly begins with a physical attack throwing a moogle at the enemy followed by the Ice based attack: Blizzard Orb)
    ~ Moogle (Moogle Dance: Restores a lot of HP to all pets in the party)
    ~ White Chocobo (Chocobo Recharge: Restores MP to the party)

    * Ranger could get limited access to these creatures through a non-MP Job Ability called "Forest Friends" to call random weaker versions of: Sylph, Ixion, Unicorn, Moogle, Yeti, Choco & Mog, White Chocobo. They would never know which one they'd get, but it could be influenced by the zone they're in.
    ~ Sylph: (Midnight Dance: Heals the party's HP.)
    ~ Ixion: (Rampant Stance: Physical AoE damage, can inflict Weight, Stun, Aspir)
    ~ Unicorn: (Grace of Hera: AoE Esuna on party with regen)
    ~ Moogle: (Moogle Dance: Restores some HP to all pets in the party)
    ~ Yeti: (Moogle Toss: Throws his moogle at the enemy.)
    ~ Choco & Mog: (Chocobo and Mog Super Double Jump Kick: Two physical jump attacks, TP given to Ranger.)
    ~ White Chocobo: (Chocobo Recharge: Restores a little MP to the party)

    * Beastmaster could have a method to call on some of these with "Nature's Wrath"! Similar selection to Ranger, with different effects in battle, geared toward damage:
    ~ Sylph: (Lethe Arrows: Ranged attack, knockback, chance for Bind and Amnesia)
    ~ Ixion: (Trample: Physical AoE damage, can dispel)
    ~ Moogle: (Mog Bomb: AoE moderate fire damage)
    ~ Yeti: (Cold Shoulder: Shoulder Slam with chance to stun, deals Ice elemental damage)
    ~ Choco & Mog: (Stampede: Mog rides the lead chocobo (replaced by your personal chocobo registered to your whistle) of a flock that run through dealing multiple physical attacks. Mog gets knocked off and uses "Mog Flash" that can blind the enemy, then runs away.)

    * "Fat Chocobo Whistle" (key item) allows access to a new inventory section of 80 items - must pay Chocobucks to keep access to it, similar to Imperial Currency for the Mog Locker - usable in the field.
    (7)
    Last edited by AyinDygra; 06-28-2011 at 10:05 AM. Reason: spelling

  2. #2
    Player Jackastheripper's Avatar
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    I am always up for more things to do with my chocos!!! Cerulean Thunder needs some more love ; ;
    (1)

  3. #3
    Player Zarabi's Avatar
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    Sounds like a fun idea. I am a choconut, tho raising and racing them to no end can get boring sometimes.
    (1)

  4. #4
    Player Malamasala's Avatar
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    No, never. I HAAAAAAAAAAAAAAAATEEEEEEEEEEEEEE minigames.

    Am I playing Wario Ware of Final Fantasy?
    (0)

  5. #5
    Player Saefinn's Avatar
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    Quote Originally Posted by Malamasala View Post
    No, never. I HAAAAAAAAAAAAAAAATEEEEEEEEEEEEEE minigames.

    Am I playing Wario Ware of Final Fantasy?
    Or the Final Fantasy of Final Fantasy...it's normal for Final Fantasys to have minigames...Golden Saucer for a start was a hot-bed of mini-games. I like the ideas and definitely think there's points for effort, but sadly I don't see SE doing anything like this...but nothing wrong with throwing it out there, who knows what SE's gonna bring? I could sell my soul to Satan for that knowledge, but FFXI already owns it.
    (0)
    Saefinn on Asura
    Main Jobs: Corsair: i117, Scholar: i117, Monk: i117, Summoner: i117

  6. #6
    Player Alhanelem's Avatar
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    Seems you put waaaaaaaaaay too much thought into something that will be implemented when the moon turns neon orange.
    (1)

  7. #7
    Player AyinDygra's Avatar
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    Varos
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    Carbuncle
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    DNC Lv 99
    I regret calling it a "Mini-game Suggestion" now... that term brings back horrible memories for me as well... I hated the Gold Saucer mini-games, FFX's challenges frustrated me to no end (I still got all the ultimate weapons... but the frustration... yeah, I can see why some people hate the idea) This is more of an alternate form of PVP and PVE, similar to Ballista, if they added monsters to it.

    I like to design what I'd find fun to do, usually putting a twist on something that could easily be more than it is.

    In this case, Chocobo races had the potential to be very popular, but then they went and made them into movies with very little control of the outcomes. This makes the entire Chocobo raising system as well as the Racing system practically dead on most servers. The reasoning to make them movies, rather than PC controlled is understandable, not wanting cheaters to win races all the time, but they went too far, and didn't think of all the alternatives.

    The concept behind Chocobo Derby is to give control back to players. Since the games are not races, it makes it more like Ballista (in which they accept player-controlled outcomes already). It shares several of the existing game mechanics with Ballista (Digging, Rooks(fat chocobos), player segregation from monster and player populations in the zones in which the games take place, etc) making it less of a challenge to implement, and harder to argue against the method of implementation.

    Making the games take place on mounts with stats completely separate from player combat stats puts everybody on equal ground for the fights, rather than worrying about level caps and job balance in relation to both PVP and PVE combat. The combat system allows people as low as level 20 to participate with level 99's and have just as much fun.

    Even if you don't raise your own chocobo, you can rent one for a game with friends. Clearly, if you want to be ultra competitive, you'll take the time to raise your own with the stats you want. This will encourage a resurgence in Chocobo Raising popularity, along with the crafting of all the racing and raising items associated with chocobos. The ability to gain the alternate "Derby-only" mounts listed in the rewards section also gives non-breeders a chance to have an interesting contribution to the games. (even as a breeder, I'd like to have all those mounts!)

    Chocobo Diggers who spent so long getting their skills to "A10", and now can barely make any money from digging can now at least use their skill, and already raised chocobos to gain an advantage in these games. The rewards for "Digger's Delight" games could actually be craftable or other valuable items, based on your performance within the challenge (not just who wins, but how fast you dig up items and other factors that favor experienced diggers). Of course, reason will have to be employed to keep RMT from exploiting such a system.

    I even took the system a step further with Pursuit and Subdue challenges. Here are two ways for them to add challenging events to stories and methods to claim HNMs or fight "Chocobo NM"s. Really, take a moment to consider the excitement of chasing down a monster moving at chocobo speeds, finally tripping it up, and then dismounting to do battle! It's a very "FF" concept that I find fun. I'd consider this system similar to hunting down the WEAPONs in FF7, the introduction to FF6, with Terra, Biggs and Wedge, and dreamworld of Cyan on magitek armors, mounted combat on Chocobos in FFTactics, among other examples.

    Those are just a few points of my reasoning on how I designed the system. Overall, I think the game would benefit from the introduction of something similar, if not exactly my design
    (0)
    Last edited by AyinDygra; 06-29-2011 at 02:29 AM. Reason: +few

  8. #8
    Player Malamasala's Avatar
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    I regret calling it a "Mini-game Suggestion" now... that term brings back horrible memories for me as well... I hated the Gold Saucer mini-games
    It is not so much what you call it, as it isn't much of a quest. RPGs are allowed to have quests. They are not allowed to have mini games. This is why FF6 was the last good Final Fantasy, even if latter ones could have their good moments.
    (0)

  9. #9
    Player Alhanelem's Avatar
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    Quote Originally Posted by Malamasala View Post
    It is not so much what you call it, as it isn't much of a quest. RPGs are allowed to have quests. They are not allowed to have mini games. This is why FF6 was the last good Final Fantasy, even if latter ones could have their good moments.
    subjective, everyone has their favorite final fantasy, some will say the NES ones were best, some will say 6, 7,8, anywhere in between, it's all opinion. Minigames have their place, think of all the fans that the card games and blitzball have. FFXI has plenty of minigames though only a few are in any way interesting or used.
    (0)
    Last edited by Alhanelem; 05-31-2014 at 01:32 AM.

  10. #10
    Player Chronofantasy's Avatar
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    Chronofantasy
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    Quetzalcoatl
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    SMN Lv 99
    I love minigames in the previous FF games. Gold saucer was my favourite and I always wished there was a place similar to that in FFXI. Mind you, I know they tried with those little casino tables and what not, but I wish it was an entire new zone with all of that. I doubt it'd be as popular though since a huge part of the playerbase are more focused on improving their gear, stats, and what not. But there are times when some players are bored and may want to play some minigames just for fun.
    (0)

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