This post about the armory system, gear and abilities and how to make them more interesting and give more depth to the battles.
We'll start with an important premise:
In order for the system to have depth, it must involve CHOICE, this meaning that, in configuring his character for a battle, a player won't be able to get ALL the things in his arsenal. He will have to choose what he takes into that battle.
This should go for a lot of aspects for the game, but we'll focus on two
1. Gear
2. Cross-class abilities
1. Gear
a. There MUST NOT exist a concept as an overal Best In Slot item for ALL situations
Or at least not for all slots. Different pieces of gear should be better in different situations.
This doesn't have to be extremely extened so that each player has a ton of gear, for a ton of situations. Things must be a bit more situational then now.
Examples:
- gear with elemental resistances. Stack on fire resistance to allow you to tank a fire boss (like Ifrit)
- gear with resistances to certain statuses (resistance to Heavy, to Paralyze etc.)
- gear giving bonuses to damage agains certain enemies
- gear giving TP/MP regeneration
- gear giving bonuses to certain actions done by other party members (for instance, gear which increases the cures you receive)
- gear reducing certain type of damages
- gear increasing speed of movement (for better avoidance of AOE)
- etc.
b. Bonuses to gear pieces can be accompanied with bad things
Examples:
- gear that greatly increases damage, but reduces movement speed
- gear that greatly increase critical chance, but reduces skill speed
- gear that makes "Cover" last longer, but reduces its range
- gear that makes "Medica" more potent, but reduces its radius
- etc.
The entire idea is to create situations in which a player can say: "Hmm... what is the best thing for THIS fight?". The answer may be the same for 80% of the fights, but even if in just 20% of the fights the setup will be different, it will still feel a lot better than now.
2. Cross-class abilities
There are a couple of rules here, in fact quite simple:
a. The number of really useful cross-class abilities for a certain job must be significantly HIGHER than the number of cross-class slots available
How much higher? A good point of start would be something like 2X, meaning:
- 5 cross-class slots
- 10 cross-class abilities that you really want
Again, this goes back to the need of choosing the combination of abilities, depending on what you're about to face. Something that hits hard: stack on defense abilities.
b. Some traits should be cross-class, taking a cross-class slot as well
This just helps on having more useful things to choose from. Allow my PLD to get a trait from a mage that increases my MP, so that I can spam Flash if a certain fight requires me to pick up a lot of adds. Just an example...
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These aside, there's another important subject:
3. Cooperation
I really think we need jobs to interact with each other in a more interesting ways. This means there should exist mechanics that force the players to cooperate in order to reach maximum efficiency.
Simple examples:
- Let's say MNK would get an ability that guarantees that the next hit is a critical with 2X damage if the enemy is stunned. And 3X damage if the enemy is stunned and blind. So all of a sudden there's a collaboration between a PLD and a MNK.
- Let's say DRG woud get an ability that allows him to deal HUGE spike damage to the mob, but only if he has hate on the mob. So DRG takes Provoke and turns the mob on him, tank uses Cover, DRG does his huge damage, tank uses Provoke, mob is back on him, but closer to death.
- Also we have the example of Sneak Attack and/or Trick Attack (some of the greatest mechanics I've seen in a battle)
It's this type of collaboration that gives depth to the battle. Some stuff shouldn't be that obvious, since the pleasure is to discover this type of strategies.
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Sorry for a long post
-Lak