Results 1 to 10 of 12

Hybrid View

  1. #1
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    I think this is essentially the most desired system, especially by FF fans. I know of no other multi-player that has been able to effectively implement the system though.

    That said, I think you're on the right track, but theres a few hurdles that need to be overcome.

    First, the system needs to be either extremely limited to allow very significant combinations, or the system we currently have with many combinations with little to no unique combinations.

    From my limited memory, I remember Chrono Trigger skills involving essentially two scenarios:

    Combine some element with a basic tech skill, which basically turns into an elemental attack with a new animation.
    Or
    Team Up with one or more characters to use an entirely new skill unrelated to any specific attack.

    From these two examples we have quite a few options. One benefit to this system is, there would be no need for any specific order to the attacks, and it is possibe for it to work within the current system. For example:

    Player A Ques Blizzard > Player B Ques Skull Sunder II = *New Attack Brain Freeze* ( Random name)

    If you change the order, the result is the same. A new attack that requires both players acting simultaneously.



    The second Scenario is a little trickier however, as you would need some mechanism by which new attacks are selected under certain circumstances. One idea that pops off the top of my head, is to add an action to each class called "Cooperative Tactics" when selected would bring up a menu. The menu would include all available techniques that can be performed with the classes in your party.

    For example:

    Player A & Player B have a combined 4,500 TP, both of them can select the cooperative tactics action, and select the ability. Once selected the two players begin the new technique.


    While either would be certainly more interesting, they would involve alot of work; and we wouldn't see any results for a very long time most likely. Personally, after having played with the current system alot, it does leave alot to be desired, but I have enjoyed it so far.
    (1)

  2. #2
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    crap I created a very similar thread based on BRs. I didn't see your before posting >.< sorry.

    Here are my ideas:

    Battle regimens have SOOO much potential to be used in a tactical manner if only SE would borrow a few concepts from a few games. namely 3 FFXI (skills chains) Lord of the rings: Online (conjunctions) and Final Fantasy: Crystal Chronicles (Magic stacking)

    I propose a change to the way Battle regimens function. allow them to create a variety of effects that can benefit the party tactically.

    Currently BRs are used to create bonus damage to the enemy, What if we allow different skills, spells and abilities to create beneficial effects on the party as well?

    for instance:

    Allow battle regimens to augment stamina regeneration when certain skills are stacked.
    Think: Invigorate or Comrade in Arms + Second Wind = Hastega

    Allow battle regimens to create healing effects on the PT when certain spells or skills are stacked.
    Think: Cure + Protect= massive Regenga

    Allow Spells to be combined via battle regimen to create larger spells
    Blizzard + Blizzard = Blizzara (huge ice spells)
    or
    Poison + Water = acid rain (DoT + Def Down)

    So much fun can come out of a system like this. It could lend to class uniqueness and defiantly lead to tactics used in battle
    (1)