Please Contribute Your Own Ideas or Design a Minion's Abilities for Fun!
SE, please implement an old school FF turn-based minigame for us to battle our Minions in against one another.
Each Minion could have a small pool of classic Abilities, to keep the system from being too convoluted or imbalanced there could be significant skill-overlap among archetypes with statistical differences being the major factor.
Heck, you could even go as far as making it a system we can level up our Minions in & queue for. Even do it vs. AI.
Minions could even cross-class... this could be huge.
How I imagine it to play out:
I imagine matches as 4v4 (perhaps also having 2 or so Minions you can sub/tag in mid-match)... careful comp-selection is key.
First team to KO all opponent Minions is declared the Winner.
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Here's some rough drafts I created:
Keep in mind, these are just simple rough drafts & the final product need not look similar (these are even perhaps a bit too complicated)
Wind-Up Moogle
Type: Support-Healer
Element: Holy
Power: C
Magic: A
Speed: A
Vitality: C
P. Defense: C
M. Defense: B
Passive: Dance - Mog unleashes a random, special effect at the beginning of every 3rd turn.
Ability 1: Mog Attack - 100 Potency attack (holy), 50% chance to Stun.
Ability 2: Mog Aid - 50 Potency heal, removes a single detrimental effect from target.
Ability 3: Mog Guard - raises target's defense and resistance for one turn.
Ability 4: Mog Rush - 250 Potency attack (non-elemental), 50% accuracy.
Cross-Class Ability: ???*
*may choose abilities from "Buffer", "Healer", "Magician", "Support-Buffer" or "Support-Magician" types.
Wind-Up Odin
Type: Assassin-Debuffer
Element: Dark
Power: A
Magic: B
Speed: A
Vitality: C
P. Defense: C
M. Defense: C
Passive: Zantetsuken - Odin has a 50% chance to instantly KO a random opponent at the beginning of every 6th turn.
Ability 1: Gungnir - 150 Potency attack (non-elemental), 50% chance to Critical.
Ability 2: Hall of Lead - 25 Potency attack (earth) against all enemies, inflicts 25% Heavy for 3 turns.
Ability 3: Hall of Stone - 25 Potency attack (earth) against all enemies, inflicts Vulnerability Up for 3 turns.
Ability 4: Einherjar - 50 Potency attack (dark) against all enemies.
Cross-Class Ability: ???*
*may choose abilities from "Assassin", "Debuffer", "Fighter", or "Debuffer-Fighter" types.