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  1. #1
    Player
    ChiefCurrahee's Avatar
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    Chief Currahee
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    Balmung
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    Lancer Lv 60

    Battle Regimens: creating tactics in battle [dev1133]

    I'm sure the devs already have a complete system in mind, but if their is room for any player feed back lets start it here.

    this has been posted many times since beta but since BRs are to reworked here it is again:

    Battle Regimens (BRs) are basically Skillchain from FFXI, lets take it a step further and borrow from other classic SE games.

    Chrono Trigger: cross Tech skill system
    +
    Final Fantasy Crystal Chronicles: Magic stacking system.
    +
    FFXI: Skill chains

    Allow mages and melee to enhance attacks with elemental magic during BR.

    i.e. Thunder and Spin Stroke creates Thunder Stroke. (add unique animations)

    Allow mages to stack attack magic, Flare and Tornado creates: Inferno

    Allow support mages to combine magic for extra effects: Protect & shell = Barrier

    Circle blade and Doom Spike = death spin (lol)

    the combinations can be limitless, just use your imagination and leave it up to the player base to find those combos.

    Or create quest content around unlocking "combo tech" skills so there is a more limited but very useful abilities for use to play with.

    Lets hear ideas!
    (12)

  2. #2
    Player
    ChiefCurrahee's Avatar
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    Chief Currahee
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    Balmung
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    Lancer Lv 60
    Or for more refined tactics allow players to for a "Union" with up to two other players. to preform BRs independently of the group.

    When in a party of 3 or more an option to create a partner group becomes available.
    A battle party within a party.
    I'm thinking something like: if you have a party of 8. you have player A B C D E F G & H

    players A & B partner up (union 1)
    players C D & E partner up (union 2)
    players F & G partner up (union 3)
    player H for some reason just doesn't want to preform BRs.

    If players are in a "Union" only they will see the BR flag and only they can participate with their linked companions. So if player A starts a BR then since they are linked with player B, only player B will see the BR flag, If player C starts a BR then only players D & E will see the BR flag and be able to participate.

    This system would allow for player to execute BRs w/o increased chance of wrong order input or non informed players from jacking up BRs. This also allows for multiple BRs to be used in succession without the extra communication needed to set up advanced tactics. Partner Union 1 is responsible for a Def down BR, Partner Union 2 is responsible for evasion down BR and Partner Union 3 is the DD BR.

    Alternatively any un-partnered players can start/join/execute with any other un-partnered player (current system)
    (4)
    Last edited by ChiefCurrahee; 08-30-2011 at 05:15 AM.

  3. #3

  4. #4
    Player
    Rydin's Avatar
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    Nyris Reach
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    Jenova
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    Lancer Lv 50
    Takin from this thread
    http://forum.square-enix.com/ffxiv/t...attle-Regimens

    Quote Originally Posted by Rydin View Post
    Lead FFXIV battle designer Akihiko Matsui was the director of Chrono Trigger... and is directly working on BR 2.0 or whatever system replaces it....

    I had a thread that talked about BR in general and touched on this also... there are a couple examples at the bottom of the post....
    here is the thread...
    http://forum.square-enix.com/ffxiv/t...battle+regimen
    and here is the portion of the post most pertinent to this thread

    Quote Originally Posted by Rydin View Post
    Take "Burn II + Fire II + WS" and make the flame animation last longer, and make the weaponskill have some flame animation also.

    There should be new unique FX and animations for each successful combination
    Tie that in with the new battle animations and FX they have planed and you have a winner. You'd spend hundreds of hours battling just to learn and then see all of the different regimen...

    In this post I've listed
    Regimen of Anarchy: Riot Blade + Chaos Thrust
    Regimen of Torture: Fire II + Water II
    Regimen of Mighty Guard: Protect II + Shell II
    Regimen of Wildfire: Burn II + Fire II + WS
    And yes... I just quoted myself quoting myself from a thread I started.... i call it "Quotception"
    (4)

  5. #5
    Player
    Ava's Avatar
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    Ava Faye
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    Excalibur
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    White Mage Lv 90
    Quote Originally Posted by ChiefCurrahee View Post
    Allow mages and melee to enhance attacks with elemental magic during BR.

    i.e. Thunder and Spin Stroke creates Thunder Stroke. (add unique animations)

    Allow mages to stack attack magic, Flare and Tornado creates: Inferno

    Allow support mages to combine magic for extra effects: Protect & shell = Barrier

    Circle blade and Doom Spike = death spin (lol)

    the combinations can be limitless, just use your imagination and leave it up to the player base to find those combos.
    Posting because I like this idea. But adding a unique animation for every possible combination is highly unlikely. >_>
    (0)

  6. #6
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    Lienn's Avatar
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    Lienn Deleene
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    Gungnir
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    Quote Originally Posted by Ava View Post
    Posting because I like this idea. But adding a unique animation for every possible combination is highly unlikely. >_>
    I suggested exactly this to them! ^^ In my BR suggestion i asked position markers for it so they do could make a "composite animation" using all placed characters. My suggestion also was based on chrono trigger...the differece is, mainly, that there you picked the combo and the CPU moved your characters to the correct position...my suggestion is the opposite...you move to the "correct position" (one of the position markers) to trigger a certain action.

    Also, having fixed positions do allow them to abuse of extravagant animations. My suggestion had some obcene amount of possible combinations since i also expanded the BR into 4 different position rings...but even if they decide using only one of the rings it already would require a large amount of animations! ^^ ...but that what people has been asking for a while, right? Lackluster animation, lack of original animations...i gave them an option where they can abuse of original animations! ^^
    (0)

  7. #7
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    You know, the joke is it was in the CS of this game when the Lalafell infused the arrow with flame before the Hyur unleashed it. Oh how speculation went rampant there just to be disappointed big time after that to see a normal (maybe even less than FFXI ) fighting system.

    I think they removed the BR because the new claiming system simply couldnt support it. What do they have in store? I say nothing before the job system. Yes, I believe the new system should ONLY work with jobs
    (0)

  8. #8
    Player
    DeadRiser's Avatar
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    Limsa Lominsa
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    Kipp Kaida
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    Sargatanas
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    Conjurer Lv 70
    I was hoping from the beginning it would give brand new WS. It's a shame that it wasn't but HOPEFULLY they do this since they are reworking all the current WS.

    PS.[SIZE="6"]WE need to keep bumping this until they respond![/SIZE]
    (0)

  9. #9
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    Kiara's Avatar
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    Kiara Silvermoon
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    Masamune
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    Gladiator Lv 60
    Hi ChiefCurrahee,

    Agreed. Glad you brought back this topic, now that Battle Regimens are finally being reworked (thankfully).

    I also hope we see something more active and interesting like Final Fantasy XI's Skillchain + Chrono Trigger's Tech System. I hope we get a New Skillchain / Combo System for Combat that:

    * Is more Active and Timing-based instead of just dumping all your attacks into a giant queue (like we have now) and just waiting for it to go off.

    * Allows for interesting Combinations (like your examples with "Thunder" (Magic) + "Spinstroke" = "Thunder Stroke").

    * Allows Magic Bursts (like FF XI) so Mages can tag on some fantastic magic damage.

    * Has stunning, gorgeous Visual Effects and Sound Effects that surpass Light and Dark Skillchain Effects in FF XI (those are still 10-times more impressive than the Non-Existent FX we have now for Battle Regimens).

    Skillchains were one of the most unique things in FF XI, and it'd be nice to have something at the core of our Combat in FF XIV that keeps everyone engaged and interested in participating in something greater than individual Weaponskill and Magic usage.

    I'd love to see not only interesting Weaponskill + Magic Combinations, but also After Effects like Detonation, Light, Dark, etc. FF XIII-2 is going to have Summon Creatures appear to help out in Combat (don't know the details of it yet), maybe some additional Elemental Being / Strike could be tagged on with the right combations?

    It'd be crazy-cool to have, say, Shiva show up and tag on a Diamond Dust for a long Combo, but that's dreaming. :P (It won't fit the lore and they'd save it for Summoners (Yes, please ).

    No matter what, I look forward to the revamp and new Combo / Skillchain System.
    (0)

  10. #10
    Player
    Rydin's Avatar
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    Nyris Reach
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    Quote Originally Posted by Kiara View Post
    * Is more Active and Timing-based instead of just dumping all your attacks into a giant queue (like we have now) and just waiting for it to go off.
    Maybe... just maybe... Using a timed queue would work....
    Like once the first person stacks an ability, the regimen will execute in 5 seconds no matter what? So everyone has to get in fast

    I can see how that would have made them hard to use with 15 man parties...
    but with a max of 8 people... everyone should be in that fast anyway....
    (0)

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