I figured that among all the doom and gloom threads, it was probably time to share something I spent an absolutely shameful amount of time working on for the past month (that will obviously never happen at that), just for a change of pace. While all of this may be ultimately futile in the end, I hope it at least inspires someone in some way.
---
This is more or less a mock-up of what it might look like if players could take their Squadrons out for missions that used the FFT combat system. For close to a decade now, FFT series fans have been clamoring for a sequel. As far as anyone knows, none are in the works, so introducing it in FFXIV would achieve the dual purpose of having something new in the game that makes complete sense narrative-wise, and allowing FFXIV players to demo/gauge demand for a FFT-style sequel down the road.
(I will fully admit, however, that I've never had the opportunity to play FFT since it never had a proper PC release, though I was able to play FFTA/A2 back in the day. Still, I've heard stories about FFT and it does seem like quite the intriguing game, especially in regards to how some of the mechanics in that game worked that the sequels lacked.)
The missions each player gets initially depends on their enlistment in one of the three Grand Companies. Most are story-based and must be done one by one, but are repeatable for the sake of replay-ability/practice. After the player is done with the story missions assigned by their own Grand Company, their squadron gets the option of accepting an invitation to handle matters pertaining to the others, unlocking access to their story missions as well.
There would also be optional missions that are more or less designed to teach players advanced concepts, such as using knock back skills to knock enemies off of high ledges to inflict fall damage, pushing obstacles around to break enemy line of sight, or manipulating field conditions to your advantage. Of course, there are challenge missions as well, which would provide rewards on first time completion like glamour items, mounts, minions, and job stones for squadron members. Most optional missions are NOT locked behind choice of GC enlistment, and would be considered a joint effort for the entire Alliance.
Grand Company story overview:
Immortal Flames:
The Immortal Flames story juggles three different plots, since there isn't a singular point of interest in the surrounding regions proper, but a lot to look into within Ul'dah itself.
- The first is a mysterious fire at a house belonging to a prominent friend of a Syndicate member (something the Flames have largely put off investigating as it was deemed not important to matters of regional security, but said syndicate member is now threatening to pull funding from the Grand Company).
- The second consists of a pest infestation outside of the city gates leading to the discovery of an ancient expanded underground aquifer system that may pre-date the founding of Ul'dah. Of course, said ruins are teeming with monsters, and maybe something else besides - and the wealthy elite are complicating matters by sending in mercenaries to search for treasure or anything else that will bring them fame without any findings being inspected by the Immortal Flames first.
- The third consists of protecting the various settlements outside of the city from Amaljaa attacks seeking to create an army of slaves, along with assessing the state of Castrum Centri bordering Northern Thanalan and Mor Dhona - still teeming with Imperial soldiers of the XIVth Legion.
The Malestrom:
The Maelstrom's story largely revolves around maintaining the security of the nearby seas. While this sounds simple, it is much more complicated than it sounds. The Malestrom at its core is largely a collection of former pirates united under the Admiral's banner. This alliance is shaky at best, and often only raw intimidation keeps some of the more rowdy crews in line.
- Consider that in the game's lore, the Arcanist guild is largely responsible for inspecting cargo that enters Limsa Lominsa. One of the squadron's roles is to ensure that all ships, local and foreign, adhere to that regulation.
- The seas are incredibly dangerous. From the Sahagins, a stray Siren here and there, discoveries of eldritch abominations unknown to the Three Great Continents, Garlean ships assessing Eorzea's naval strength from a distance, the slave trade attempting to reach contacts within Limsa, and foreign ships whose intentions are always in question, a Squadron Commander's judgement must often be made without any guidance from any supporting units.
Twin Adders:
The Twin Adders deal with far more immediate threats compared to the other two Grand Companies, being actively at war with the Ixial on top of the Imperial presence in Gyr Abania. In recent times, the Imperial presence has been greatly diminished as the Alliance helped Ala Mhigo win their independence, but that was only one piece of the puzzle that the city-state of Gridania finds itself in.
- The Shroud was hit the hardest by Dalamud's fall, the largest fragment of the moon crashing and obliterating the former West Shroud. There have been many attempts to reclaim the region and to find what has been lost, but all have ultimately failed for numerous reasons, ranging from Allagan monstrosities, Imperial units scouring the ruins for research purposes, and bands of poachers and bandits with little respect for law and culture. On top of that, the Conjurers of Gridania are finding it more difficult to discern the intentions of the Elementals, who ultimately decide the fate of everyone that lives in the city-state.
- Complicating matters are the damnable Lambs of Dalamud, whose fervent prayers to the fallen Moon (and by extension, the dread wyrm Bahamut) are causing fears that they may awaken something that can lay waste to Gridania. The forests have always been under attack by cultists of all sorts, who have already awoken monstrosities dating back to the War of the Magi...
- The Ixial constantly assault the Shroud for resources to build their war balloons with, along with their deity Garuda being famously vicious and short-tempered. If the Twin Adders are unable to keep them in check, none in the forests may be spared from their wrath. Thankfully, the Ishgardians are now able to assist as they have formally rejoined the Alliance and are no longer occupied with the Dragonsong War, but the extent of their commitment is unknown.


Reply With Quote

