Now before you cut me off saying "It breaks the continuity of the game world!" One of two things can be done:
1.Have it work like the lightning returns event where players travel to "Spira" via portal.
2.Alter the look of the "Spere" so that it contrasts and works within the FFXIV continuity.(Very possible to do.)
I think this is a very possible mini-game to put into the game. I remember spending countless hours player Blitzball on FFX and it is by far my favorite minigame of all FF games with chocobo racing being a close second.
Thoughts? Opinions? Ideas on how to make this minigame work within the FFXIV universe? SHARE THEM!
FFXIV would not be apart of this mini-game aside from the obvious team based relations and such.
My vision for how to implement it into FFXIV:
Just like how you can change jobs, you'd equip a special gem in the soul slot for your "Blitzball class". The Blitzball classes would work very much like the current roles the game has.
Classes:
Offensive: This class specializes in attacking other players but lacks defensive abilities which means they are able to lose the ball much more easily than a defensive player.
Defensive: This class specializes in carrying the ball a crossed the field and is able to keep the ball in their possession for a lot longer due to their defensive skills.
Support: This class doesn't specialize in holding onto the ball or keeping taking it from other players but they are able to pass the ball much farther as well as being able to shoot the ball much more effectively than the other two classes which will make them valuable in getting the ball a crossed the field quickly. They are also able to buff and revive other players. However since they don't specialize in either field, it will make them a target to other players which means the offensive and defensive players will need to protect the supports so that they are able to pass the ball without being interrupted.
Gaolie: This class's sole purpose is protecting the goal and all their abilities will specialize in this.
Just like in Blitzball, there is a ball carrier and such:
While a player is carrying the ball, the player will have access to their shooting and passing abilities which will vary based on their class but they are unable to use many of their offensive and defensive abilities. The only exception to this is the support which will have access to the majority of its abilities since it specializes in ball carrying. They will also lose TP while carrying the ball so the player must manage how long they will carry the ball and when to pass it. If the player runs out of TP they fumble the ball and it becomes free game for all players in the field to grab.
Combat:
Every class will have a set amount of HP based on their class with defensive having the most and support having the least. If a player's HP reaches zero, they are K.O'd and drop the ball(if they are carrying it)and remain knocked out until one team scores a goal, three minutes have passed, or are revived by a support player. All abilities each class has cost TP, so ball carriers must be especially mindful of their TP since it is constantly being drained.
Example class Stats and Abilities:
Offensive player:
HP:300
Attack:200
Defense:100
Evasion:50
Abilities:
level 1: Venom Tackle: 30 potency and Has a 10% chance to poison a player. Poison drains HP at about 10 per tick for 10 seconds.
level 5: Nap Tackle: 20 potency and has a 10% chance to put the player to sleep. Sleep lasts 30 seconds or until woken up by an attack or support ability.
Level 10: Drain Tackle: 25 potency. Damage dealt is converted into HP for the attacking player.
Traits:
level 3: Pile Venom: Increases the chance to poison a player by 20%
level 7: Ball thief: Gives the player a 10% chance to steal the ball when using any attack.
Defensive:
HP:500
Attack:100
Defense:150
Evasion:25
Abilities:
Level 1: Impervious: Renders the player impervious to any attacks for 5 seconds. The ball can still be stolen if the player has the "Ball thief" trait though.
Level 5: Wither Tackle: 25 potency and halves the player's attack for 10 seconds.
Level 10: Elite Defense: Allows the player to Dash up to a player and stun them for 2 seconds. The user gains a 10% defense buff for 10 seconds up use.
Traits:
Level 3: Brawler: Increases the distance upon which Elite defense can be used on a player.
Level 7: Regen: HP recovery when not in possession of the ball.
Support:
HP:100
Attack:50
Defense:50
Evasion:100
Abilities:
Level 1: Nap Shot: Has a 10% to put the goalie to sleep.
Level 5: Venom Pass: Any player caught in the pass path of this pass will take damage of 10 potency and has a 10% to be poisoned for 10 seconds with a potency of 10 per tick.
Level 10: Jecht Shot: Stuns 2 players in front of the player in a cone radius for 3 seconds, then shoots the ball.
Traits:
Level 3: Golden Arm: Greatly increases the distance the player is able to pass the ball.
Level 7: Tackle Slip: grants the player a 30% chance to evade all attacks. This includes any additional traits such as "Ball thief"
Goalie:
HP:300
Attack:N/A
Defense:100
Evasion:100(for status affliction evasion only)
Abilities:
Level 1: Grip Gloves: If the Goalie blocks a shot it gives the them a 10% chance to catch the ball for 30 seconds.
Level 5: Super Goalie: Allows to Goalie to catch any shot for 5 seconds.
Level 10: Perfect Defense: If the goalie blocks a shot, they have a 100% chance to catch the ball.
Traits:
Level 3: Sticky gloves: Increases the effect of Grip Gloves by 20%
Level 7:Ultimate Goalie: increases the effect period of Super Goalie by 5 seconds.
As you can see, my implementation is very rough but it's taken me roughly 30 minutes to write this whole thing up. XD