For a while, I've had a concept for a neat way to implement the Summoner Job/Class in FFXIV but describing to people can be a bit difficult.
So I put together a little animation showing how it would work.
VIDEO LINK (a bit cartoony, but you get the idea)
I started with the idea of getting away from the glorified-pet-class system that FFXI used for SMN and instead bring back the classic one-shot summons from FFVII-FFIX with their spectacular overkill moves.
There is a problem though. Issues arise when you create an animation with a high level graphics processing in an MMO. What if 2 or 3 or even 12 people start casting different Summons all at the same time? Is there a crazy overlap of effects? Can the graphics engine even handle it?
As you see there are issues. But FFXIV has a nifty way around them.
FFXIV currently has miniature instanced areas - and roaming ones at that. So I thought, why not use them (slightly modified) to contain the graphics for a summon animation? A summoning spell would need to last a certain length in order to facilitate loading up the animation and instance graphics. In the meantime the Summoner's spell would actually give buffs to the party based on the progress of the summoning.
In my example, when a SMN starts to cast a summoning spell, the server automatically checks to see that there are no other SMN casting within a certain range, otherwise they have to wait.
The Summoner cannot move while casting, and should the Summoner take damage, the spell is interrupted and needs to be restarted. It is up to the party to protect the SMN while he/she is casting. While the casting progresses, certain enhancing effects are granted to party members as well as enfeebling effects to enemies. These effects all correspond to the Primal being cast.
As the spell completes, an instance begins. The landscape changes to match the Primal's realm, wherein the Primal appears, launches it's attack and then the instance fades.
From outside the instance, other players and party members would be able to see a semi-transparent bubble (see LL's opening). They could still attack, heal, etc.. everything from outside the bubble, but they would not see either the Primal or the graphic effects within it.
--------------
EDIT: Added from a later post, but it fits here
--------------
SMN as a pet class and the instance final attacks aren't mutually exclusive. In fact, FFXI had a neat concept with the elemental spirit summons. When soloing, partying, etc, an elemental spirit would be good for all-around utility. (just make it so they are actually affordable to maintain, unlike FFXI).
A combination of instance only summons and pet-style summons might be a great approach to rounding out the SMN job for all types of circumstances.
For those that have played FFXII Revenant Wings, you'll remember that there were actually tiers of Espers to summon. A good approach as it gives variety and progression to the SMN job. For instance:
- Rank I (Earth): Earth Elemental (no MP consume)
- Rank II (Earth): Golem (FFXI style summon - Low MP consume)
- Rank III (Earth): Titan (FFXI style summon - High MP consume)
- Rank IV (Earth): Hashmal (Instance only)
- Rank I (Astral): Astral Elemental (no MP consume)
- Rank II (Astral): Carbuncle (FFXI style summon - Low MP consume)
- Rank III (Astral): Alexander (FFXI style summon - High MP consume)
- Rank IV (Astral): Ultima (Instance only)
- Rank I (Umbral): Umbral Elemental (no MP consume)
- Rank II (Umbral): Fenrir (FFXI style summon - Low MP consume)
- Rank III (Umbral): Diabolos (FFXI style summon - High MP consume)
- Rank IV (Umbral): Zalera (Instance only)
TL : DR version: This is an idea to use special instances to contain fantastic attacks for high-end summons (Think Odin and Alexander from FFXI). This could either replace or it could work alongside the pet-style summon system.
I appreciate any comments or feedback anyone might have on this idea.![]()