I think they are relics from 1.0(I cant remember), which is why they are low priority. Yeah its cool having higher rank than the guy that gives you the squadron missions lol.


I think they are relics from 1.0(I cant remember), which is why they are low priority. Yeah its cool having higher rank than the guy that gives you the squadron missions lol.





They are - lore wise they were originally founded by Gridania, Limsa Lominsa and Ul'dah as a way of consolidating their resources (especially manpower) in the wake of Nael van Darnus's renewed aggression towards Eorzea and the summoning of Dalamud. This was because the three citystates did not have actual standing armies, they had little more than militia guards (that were literally sellswords in Ul'dah's case) that obviously were not enough to meet the Garlean threat. So the GCs were formed as the volunteer armies of the three cities, enlisting adventurers who answered the call to arms to defend the realm. After the Calamity, the GCs kind of ended up mostly forgotten, as the player's character started to become more associated with the Scions of the Seventh Dawn and less a soldier in a Grand Company (the player did join the Scion's Sixth Astral Era predecessor the Path of the Twelve in 1.0 as well as a Grand Company upon it's formation, but the Path story was abandoned for the GCs towards 1.0's storyline).
Hence why later added cities such as Ishgard and Kugane do not have GCs - Ishgard is unique in that it has had a fully mobilized military for a thousand years, in that they've never stopped fighting against Nidhogg and the Dravanians (they do have a mercenary/volunteer force in the form of the Convictors, but they're considered little more than riffraff in the eyes of most Ishgardians and are nothing like a GC). And Kugane is neutral in political matters hence it's military refuses to get involved in international affairs.
So I'm afraid you will not be seeing an expansion of the Grand Companies to other cities, the Twin Adders, Immortal Flames and the Maelstrom are pretty much the only three GCs that will be available (Okay, there was that one time a fourth one was formed for a while... but... that did not work out so well...).
As for the squadrons, unfortunately it's technical reasons why the squadron has such a limited amount of dungeons you can take them into - SE has to program the squad's AI for every dungeon they use to handle the mechanics, and it's a time consuming task. So they have only implemented a small number of old ARR/HW era dungeons for them, it's simple pragmatism (this is also why the Trusts are limited to ShB, those the dungeons are specially designed for Trusts, so they're easier to program for).
But the squadron completely ignores every mechanic, so how do they have to be programmed to handle them? They never handle them to begin with.As for the squadrons, unfortunately it's technical reasons why the squadron has such a limited amount of dungeons you can take them into - SE has to program the squad's AI for every dungeon they use to handle the mechanics, and it's a time consuming task. So they have only implemented a small number of old ARR/HW era dungeons for them, it's simple pragmatism (this is also why the Trusts are limited to ShB, those the dungeons are specially designed for Trusts, so they're easier to program for).




I'd like some more ranks added. I want an Immortal Flames gunblade.
If getting the squads to work in existing dungeons is too much work, maybe the Guildhest format could be revived? Create some short quirky missions to take your squad on, maybe even add a bit of a randomly generated component to it?
Could be an: attack/rescue/defence mission.
- If defence, then it could take place at: X, Y or Z.
- If it's an attack on Z, then the attackers might be: A, B or C.
- If the attackers are C, then a random mid-mission event might be: F, G or H.
The whole mission system reuses existing assets, maps, mobs, NPCs, etc, and could easily be expanded by plugging more random variables made from yet more recycled assets into it.
I kind of think I'd rather do that anyway, over rerunning Doma Castle again but this time with NPCs instead of players.
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