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Messages - wemustexpandordie

1
The Lounge / Re: FFH Official Steam Group
January 01, 2012, 04:49:52 pm
I discovered that some names don't pop up on the regular name search. Sometimes you have to put the name in the Find Friends search engine to find people.
If that helps.
2
The Lounge / Re: FFH Official Steam Group
January 01, 2012, 04:38:19 pm
I wanna join
Wemustexpandordie
3
The Lounge / Re: Just me expressing my FFT dream Ideas
January 01, 2012, 03:57:52 pm
Quote from: Kaijyuu on January 01, 2012, 03:47:06 pm
What's the point, then?


No one's likely to implement your ideas except you. Of course, discussing ideas can be helpful to all involved, but you're specifically asking people NOT discuss the merits (or lack thereof) of your ideas, so that's not it either.

Shouting to the wind for cathartic reasons, maybe?


I apologize if i wasn't clear. What i mean is, don't expect me to list ideas to actually be implemented.This is here just for fun of expression. Other than that go ahead and criticize as long as its for conversation's sake.

Oh and Dome. Is that the category this should be in? Can i in anyway move this?
4
The Lounge / Just me expressing my FFT dream Ideas
January 01, 2012, 01:48:22 pm
Now I'm sure plenty of you thought about how you would make Final Fantasy tactics your way.

Unfortunately most of our dream ideas probably aren't practical or even possible. Even if they are practical perhaps many of our ideas are popular.

This post is just here for philosophical purposes.




my gameplay concepts
-maps where you can interact with things. Ex. Cannons you can fire, switches you can flip

-being able to change a map's geography. Ex. Geomancer erecting a stone block on a movement square, moving crates and stuff, closing/opening gates

-more physical aspects. Ex. pushing people back like an attack sometimes does, knock people into traps or maybe a fire.

-ridable chocobo's that come with map



My job system concepts
-Instead of buying abilities with JP. How about gain them with Job Level Ups? It may make the job system less customizable but it has its Pros. One Pro is that maybe the generic enemies would come up with better job stats. Another is it might be easier to replace dead units.

-A 'Scroll system' Every time you discover a new Job or get a Job level up you get a 'Scroll of Knowledge' which means if you lose the guy he can be replaced at the soldier's officer. To be honest I think this idea could actually be balanced with a few modifications. Of course this can't be programed can it?

-More frequent use of negatives statuses and more ability to fix them. Ex. Stone, Frog, chicken, atheist, undead (curse)

-really cool ideas for Fantasy jobs- Ex. some sort of magical 'Artist' job. To be honest I don't have enough imagination for this one.



Items
-Remedy and holy water able to cure almost everything and available from the beginning of the game.

-Chemist's items that give negative status effects

-Chemist items that give temporary bonus

-Weapon bonuses. (first remove zodiac from formula of physical attacks)
Ex. Axe= higher chance to break equipment
Club/maces= more damage, but doesn't work with attack abilities
Sword= bonus vs spear and axe
Spear= 2 range (i Know already exist), less height limits, and bonus damage to chocobo riders
Ninja blade= nothing
Katana= Bonus damage vs Sword,Ninja blade, knives




That's all i can think of for now. Anyone else wanna share their unexpressed ideas?
5
FFT+ / Re: FFT: Plus V 1.01 work-in-progress thread
October 01, 2011, 10:00:13 am
Oh yea i forgot how much detail and effort that is. Maybe someone (not me only because i'm not tech smart) can make the text for the benefit of all hacks, that'd be pretty cool i think.
6
FFT+ / Re: FFT: Plus V 1.01 work-in-progress thread
September 22, 2011, 08:22:20 pm
is it possible to add to the story texts and tutorial stuff, useful data such as how the Onion knight grows with each mastery or the job tree and such data of your chosing?
7
FFT+ / Re: FFT: Plus Chat/discussion topic
September 11, 2011, 02:49:17 pm
If you ask me it seems pointless to have both Hell knight and Heaven Knight when they can be merged. At least if you were looking to put in a new special job. I suppose you aren't, but its always nice to have a space to fill in wiht some imagination right?

I haven't made it that far in the game so i don't know what you've done with the jobs but if you haven't done much, i'd like to say.
I'd imagine both jobs would be more reliable and interesting if you removed the height tolerence of the spells, this way they have better odds of hitting their intended target multiple times. Or i guess another option would be to reduce the spells to a one square area effect and modify the odds of multiple strikes happening. Again this is without knowing if you already modified the jobs.
8
FFT+ / Re: FFT: Plus Chat/discussion topic
September 05, 2011, 05:09:27 pm
I'm sorry on that last note, this stuff is comming from before your patch, anyways yea what you said is agreed.

But anyways just presenting my little movement modification. for your posible reference.
9
FFT+ / Re: FFT: Plus Chat/discussion topic
September 05, 2011, 02:18:00 pm
all my people are from lvls 13-17, if it matters i just finished Zigolois swamp.


But i need to expand on what i was saying cause i probably said it in the worst way possible.

Ok since you just stated 1.3 never had monks with movement 4 i must have put that in myself.

So i had split the classes into two parts and then i modified their movement

1.  Knights, samurai, ninja, all magic classes, archers, mines, dancers/bards, lancers
2. Squires, chemist, mediators, geomancers , thieves, monks

on the second group all but the squire gained an extra movement point.
The squires i allowed the use of helmets, shields and + 1 speed.
The thieves i gave the ability to use ninja swords and + 1 speed.

with the exception of the monks i considered the second group useful tools that had been out classed.
-Squires being inferior to knights by use of armor and shields.
-chemist being inferior to priest by inferior ability to reborn and no ability to provide boost.
-mediators having low odd abilities (something i know you touched on) and nice but 'bland' abilities.
-geomancers ranged attacks inferior to wave fist, earth slash and throws by ninja.
-thieves good for steal heart but that wasn't enough to make the class effective.
10
FFT+ / Re: FFT: Plus Chat/discussion topic
September 05, 2011, 12:04:59 pm
If i recall correctly in fft 1.3 the monk had 4 movement, in this game they have 3. Am i right about the first part?

personally i like the monk with 4 movement spaces, i am wondering if you took it out (assuming i'm right about fft 1.3) because so how movement adds up when you add move + 1 and battle boots.

Something tells me everyone here is going to smack me when i say that i don't like the fact that monks can now wear headgear. I do agree that the monk needs more health, but i thought balancing him out by allowing headgear changes his principals. I think he needs a little more health that comes out of his naked stats, but not as much as headgear provides.

I always saw the monk as a flexiable, low HP, brawler. So instead of the health provided by a headgear i personally perfer a movement point.

Of course everyone here is going to disagree with me right?

If you don't think its balanced with 4 movement then fine, but if you are concerned with the movement adding up to 6 when you combine the boots and the move skill, can't you just give the monk 3 movement + innate move + 1? which will give the monk a movement of 4 but cap him at 5?
11
FFT+ / Re: Boss only-skills, Need suggestions!
September 02, 2011, 10:44:38 am
ok here's an idea, there could be 'minor statues' set out for one of the battles and a boss could have the ability to unpetrify.

I mean you could just use another spell, if you wanted to do something like this, but i don't think you want it's name or animation.

To be more detailed i was thinking a move just like Galaxy Stop from Olan but instead the boss is unpretrifying his men.
Of course its a lot simpler to have a move that targets one minor at a time, if done that way i would use an animation like dark holy.
12
FFT+ / Re: Boss only-skills, Need suggestions!
August 31, 2011, 01:47:46 pm
I don't suppose its possible to make a spell that creates more minors, is it?
13
FFT+ / Re: Planned changes for the next release (1.01)
August 24, 2011, 04:18:32 pm
Dome are you open to suggestions, or are you running one of those no suggestion policies i don't understand?
14
now when i ask this i am asking this in a nice tone, not as a meanie.

can you tell me why we would chose this over other patches?
also is this harder than vanilla?