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Topics - Dol

1
The Lounge / Streaming FFT
February 19, 2012, 05:34:22 pm
Trying a stream of FFT.  Doing a duo run of vanilla with random job/rsm for each fight.  If you feel like watching, its here:

http://www.twitch.tv/dolwin#

2
The Lounge / Starcraft 2 Video
December 16, 2011, 10:01:57 pm
Whether or not you like SC2, this is worth watching.

3
The Lounge / FFT: Assault
June 18, 2010, 11:36:08 am
This probably isnt in the right section or whatever, but I'm posting it here anyways.  (Warning, very long post.)

A while back, someone quipped that they would love to see a "Saint Ajora of War" crossover type game.  This got me pondering for quite a while (too long if I'm honest).  I drew up some general ideas and some specifics for gameplay to see what I could do that would sound like a game I'd like to play.

Final Fantasy Tactics:  Assault
(Name needs to be changed, if nothing else to remove the FFTA abv)

Plot:  Follows FFT starting at Chapter 2.  Delita, whom Ramza thought was dead, kidnaps Ovelia.  Ramza, Agrias, and Gafgarion leave the monastery in pursuit.

Style:  Hack and slash with Ramza + Guests, ideally on an engine similar to Demon's Souls?  Guests are uncontrollable, fixed in Job Class with no secondary skillset.  They can use any reaction, support, and movement in the game.

Checkpoints: After every area, there is a checkpoint where you can buy consumables (chemist items, ninja thrown weapons, katanas) that increase in power/value as you progress in the storyline.  Each checkpoint lets you save and change Ramza's setup.

Towns:  Towns will have the equipment shops as well as Inns.  Equipment shops get new inventories as you progress through the game.  Inns let you change Ramza's setup, as well as let you interact with party members.  Interactions can get you new abilities (see Squire), and let you see how the other characters interact, possibly romances? (Breaking up Beowulf and Reis so you can get in on that as a hidden ending??  Very much TBD)

Controls:  Joystick movement and camera rotation.  Default attack button, jump button, plus 6 skill buttons based on Ramza's primary and secondary skillset.  These skill buttons are assigned at the checkpoints when you modify Ramza's setup.

For example:  Ramza is a Squire with Item.  An early game setup might be:  
Attack, Jump, Throw Stone, Accumulate, Yell, Dash, Potion, Remedy.

Levels:  Ramza's HP, MP, PA, MA, Speed bonus are all default per level, regardless of what class he is leveling up in.  Enemy classes and Guests all have their own growths.  All guests and enemies are all Ramza's level at the start of the battle in the area he is fighting in.
Ramza gains levels based on how many enemies he kills after his last level up.  For example, from 1 to 2 might take 5 kills.  From 2 to 3 might take 12 kills (so 17 total).

Job Levels: Job levels are determined based on how many kills you get while in that job class.  To get to Squire level 2, you might need 8 kills as a Squire.  Once you hit 2, you unlock Archer and Knight.  
Each job level unlocks some more abilities/reactions/etc.  For example, once Ramza unlocks Priest, he might only be able to cast Cure.  Level 2 could unlock Shell, Protect, and Magic Defense Up, and so on.
You get the job stat modifiers while in each class.  High HP and PA for monks, high MA and MP for Wizard, etc.

Interface would probably read something like:

Class ???????
Requires 17 Archer kills. (grayed out)

and once you get the required kills, it would switch to:

Class:  Thief Level 1
Requires 5 Thief kills for Level 2.

Movement:  The grid system is gone.  Areas can be moved around 360.  Obstacles can be jumped on depending on your jump ability, movement skill, etc.
Your class determines how fast you move.  So Knights move a lot slower than Ninjas do.  However, a Knight with Move +2 might move just a little bit slower than a Ninja with no movement skill selected.

Basic Melee attacks:  Base attack is determined by your Speed, including any gear Speed modifiers.  For example:  A ninja with 2 Knives (+2 Speed bonus) would attack faster than a ninja with 2 Ninja Swords.  The tradeoff would be the lower damage on the knives.

Weapons:  Most weapon classes would carry over from FFT.

   A)  Knives.  Low damage, +1 Speed.  1 Hand, Dual Wield.
   B)  Swords.  1 Hand, 2 Hand, Dual Wield.
   C)  Bows.  Attack from range, arced shots.  2 Hands only.
   D)  Crossbows.  LoS bolts.  Chance for bonus damage.  1 Hand.
   E)  Battleaxes.  Highest potential damage, random damage output.  2 Hands only.
   F)  Katanas.  High parry rating.  2 Hands.
        G)  Rods.  Work like police batons when used in Melee.  Very low damage.  Most have bonuses for Magic users.  1 Hand.
   H)  Maces (staff from FFT).  1 Hand or 2 Hand.
   I)  Quarterstaves (Sticks from FFT).  2 Hand only.
   J)  Ninja Swords.  1 Hand or Dual Wield.
   K)  Knight Swords.  2 Hand only.
   L) Guns.  2 Hand only.  Some fire magic based attacks.

Weapons we lose from FFT: Books, Harps, Silks, Bags, Flails.  Sorry.

Job Classes:  You start off with 3 job classes available for Ramza:  Squire, Chemist, and Onion Knight.  The rest are unlocked as you gain Job levels.

A) Squire.  
There are no enemy squires in the game, only Ramza (who wasn't a normal Squire anyways).  This won't affect the storyline in any way other than the Grog Hill battle, which isn't a dealbreaker for me.
1) Weapons:  Axes, Daggers, Swords.  Can use Knight Swords after learning from the Weaponmaster (Orlandu).
2) Armors:  Shields, Cloth, Robes.  Can use Heavy Armor after learning from the Armormaster (Agrias).
3) Class Skills:  
     A) Accumulate.  Short charge time, small MP cost.  Raises physical damage slightly.
     B) Throw Stone.   Small damage.  Knocks back the opponent 3 steps and cancels charging.
     C) Yell.  Casts Haste on Ramza. Short charge time, small MP cost.  See Time Mage.
     D) Heal.  Cures Blind, Poison from Ramza.
     E) Dash.    Knocks down opponent for 2 seconds, cancels any charging.
     F) Scream.  Casts Berserk and Innocent onto Ramza.  See Oracle.
     G) Ultima.  Can only be learned by having it cast onto Ramza while he is a Squire.  Magic attack, short charge time, medium MP cost.
4) Reactions:  None.
5) Support:
     A) Equip Axe?  Should I even bother?
6) Movement:  None.
7) Class Range:  Low Move, Low Jump.

B) Chemist.  
Item user.  Innate Throw Item and Harvest.
   1) Weapons:  Daggers, Guns.
   2) Armors:  Cloth.
   3) Class Skills:
      A) Potion. Low HP restore.
      B) Hi-Potion.  Medium HP restore.
      C) X-Potion.  High HP restore.
      D) Remedy.  Cures 1 status.
      E) Ether.  Low MP restore.
      F) Hi-Ether.  Medium MP restore.
G) Elixir. Max HP/MP restore.  Don't expect many of these.
   4) Reactions:
A) Auto Potion.  Chance to use the lowest level potion in your inventory when under 50% health.
   5) Support:
      A) Throw Item.  Enemy only.  Lets them throw items like a Chemist.
B) Weapon Swap (equip change from FFT).  Lets you switch between your current and alternate weapon.  Alternate weapons are set at the checkpoints when you choose Weapon Swap as your support.  Takes up one of your action buttons.  Ramza only ability.
C) Maintenance.  Your equipment cannot be broken or stolen.
   6) Movement:
A) Harvest (Move Find Item from FFT).  Lets you harvest consumables (potions, remedy) from the environment while not in combat.
7) Class Range:  Very low Move, Very low Jump.

C) Onion Knight.
This is a variation of the Onion Knight from the PSP version (I've never played it, so don't hate me).  Onion Knights cannot have any secondary skillset equipped.  They gain in class modifiers the more classes that are unlocked.  Their skillset cannot be used as a secondary skillset for any other class either.  This is another Ramza only class.
   1) Weapons.   Any.
   2) Armor.   Any.
   3) Class Skill.
A) Call Ally.  Calls out one of your allies to aid you in battle.  You start off with Rad (Monk), Alicia (Priest), and Lavian (Wizard).  You can gain other allies once they officially join you (Agrias after Barius Valley, Mustadio after Goug, ect.).  The first ally you call out takes a short charge time to call. If they are KO'd, the second ally has a longer charge time, the third longer still, etc.  Allies are completely controlled by the AI.  You equip allies with spare equips you choose at the Checkpoints/Inns.
   4) Reacton.  None.
   5) Support.  None.
   6) Movement.  None.
   7) Class Range:  High Move, High Jump.


D) Knight.
Requires Level 2 Squire.  Slow moving, but Ruins can be used from range.  All Ruins are short charges with low MP cost.  Innate Weapon Guard.
   1) Weapons.  Swords, Knight Swords, Axes.
   2) Armor.  Robes, Heavy Armor, Shields.
   3) Class Skills.
      A) Speed Ruin.  Casts slow on the target.
      B) Power Ruin.  Lowers the PA of the target.
      C) Mind Ruin.  Lowers the MA of the target.
      D) Magic Ruin.  Damages the target's MP.
      E) Weapon Break.  Attempts to break the target's weapon.
      F) Shield Break.
      G) Helm Break.
      H) Armor Break.
   4) Reaction.
A)   Counter.  Chance to counterattack.
B)   Weapon Guard.  Enables parrying.  Odds are determined by the equipped weapon.
   5) Support.
      A) Equip Sword (not Knight Swords.)
B) Equip Heavy Armor
C) Equip Shield
   6) Movement.
A) Move +1.  Slightly increases movement speed.
   7) Class Range.  Very low Move, Very low Jump.


E) Archer.  
Requires Level 2 Squire.  Ability to charge up shots for extra damage.
   1) Weapons.  Bows, Crossbows.
   2) Armor.  Cloth, Shields.
3) Class Skills:  
A) Charged Attack.  Holding down the attack button charges your attack to add extra damage.  The longer you stand in place charging, the more bonus damage you deal.
B) Leg Aim.  Chance to inflict Don't Move.  Low MP cost.
4) Reaction:
   A) Arrow Guard.  Arrow attacks have a much lower chance of hitting.
5) Support.
   A) Equip Crossbow.
   B) Concentrate.  Halves enemy evasion.
6) Movement.
   A) Jump +1.
7) Class Range.  Average Move, High Jump.

F) Monk.
Requires Level 2 Knight.  Fights with bare fists.  Innate Martial Arts.
   1) Weapons.  None.
   2) Armor.  Cloth, but no hats.
   3) Class Skills
      A) Wave Fist.  Punch attack from range.
B) Earth Slash.  Linear attack, Earth Elemental.  Can hit multiple targets in a line.
C) Chakra.  Heals HP and MP self only.  Scales with PA.
D) Stigma Magic.  Removes 1 status in a small AoE.
E) Ground Slam (Replaces Spin Fist).  Slam the ground to deal an AoE Shockwave out from the Monk.  Air Elemental.
F) Repeating Fist.  Continuous attack.  Does increasing damage the longer you are charging.
   4) Reaction.
A) Counter Tackle.  Chance to use Dash automatically when hit with a melee attack.
   5) Support
A) Martial Arts.  Fight with bare fists as well as a Monk.  Helps Punch Art skills.
   6) Movement
      A) Move HP-Up.  Heals a very small amount as you move.
   7) Class range.  High Move, High Jump.


G) Thief.
Requires 2 Archer.  Highest speed multiplier.  Innate Concentrate, Mug.
   1) Weapons.  Daggers, Ninja Swords.
   2) Armor.  Cloth
   3) Class Skills
      A) Steal Weapon.
      B) Steal Armor
      C) Steal Helmet
      D) Steal Shield
      E) Steal Accessory
   4) Reaction
      A) Catch.  Can catch anything thrown by a Ninja.
   5) Support
A)   Mug.  Autoattacks have a chance to steal gil from the enemy.
   6) Movement
      A) Move +2.
   7) Class Range.  Very High Move, High Jump.

H) Geomancer.
Requires 3 Monk.  Innate Any Ground.
   1) Weapons.  Axes, Swords.
   2) Armor.  Cloth, Robes, Shields.
   3) Class Skills
A) Geomancy.  Uses the ground the Geomancer is standing on to attack opponents.  Has a chance to add status effects as well.  Effects vary based on the type of ground the Geomancer is standing on.
   4) Reaction
A) Counter Flood.  Chance to use Geomancy when HP damage is received.
   5) Support
      A) Attack Up.
   6) Movement
A) Any Ground.  Lets you stop over Lava panels without taking damage or Swamp panels and not get poisoned.
   7) Class Range.  Average Move, Average Jump.

I) Lancer.
Requires 3 Thief.
   1) Weapons. Spears.
   2) Armor.  Heavy Armor, Shields.
   3) Class Skills
A) Ambush? (Replaces Jump).  Lets you jump a moderate distance and attack your opponent from behind.  (Needs a new name!)
   4) Reaction
A) Meatbone Slash.  Physical damage dealt increases greatly when below 33% health.  (Prolly needs a new name too)
   5) Support.
      A) Equip Spear.
   6) Movement.
      A) Jump +2.
   7) Class Range.  Average Move, Very High Jump.

J) Wizard.
Requires 2 Chemist.  Innate Magic Attack Up.
   1) Weapons:  Daggers, Rods
   2) Armor:  Cloth, Robes
   3) Class Skills:
A) Fire.  Charged spell.  Damage, MP Cost, and AoE determined by how long the spell is charged.
B) Ice.  Same as Fire.
C) Bolt.  Same as Ice.
D) Frog.  Medium Charge Time, Medium MP cost.  Long duration (on enemies, shorter on Ramza obviously).  Turns enemies into Frogs until they break free.  Frogs cannot dodge or attack, only move.
E)  Death.  Long charge time, low MP cost.  Lower percentage chance to kill the enemy outright.  Ramza only skill?
F)  Flare.  Long charge time, high MP cost.  Unevadable, non-elemental attack.
   4) Reaction
A) Counter Magic.  Chance to instantly use the same magic attack against the enemy caster.
   5) Support
      A)  Magic Attack Up.  Raises magic attack damage.
   6) Movement.  None
   7) Class Range.  Low Move, Low Jump

K) Priest.
Requires 2 Chemist.  Innate Magic Defense Up.
   1)  Weapons:  Maces
   2) Armor:  Cloth, Robes
   3) Class Skills:
A) Cure.  Charged spell.  Healing, MP cost, and AoE determined by how long the spell is charged.
B) Shell.  Short Charge Time, low MP cost.  Reduces magic damage taken.
C) Protect.  Short Charge Time, low MP cost.  Reduces physical damage taken.
D) Esuna.  Short Charge Time, medium MP cost.  Removes all negative statuses from target.
E) Regen.  Medium Charge Time, low MP cost.  Lets you slowly regen your HP.
F) Holy.  Long Charge Time, High MP cost.  Holy Elemental attack that is unavoidable.  Does bonus damage to Undead.
   4) Reaction:
      A) Regenerator.  Chance to cast Regen when receiving damage.
   5) Support:
      A) Magic Defense Up.  Reduces magic damage taken.
   6) Movement: None
   7) Class Range.  Low Move, Low Jump.

L) Time Mage.  
Requires 2 Wizard.  Innate Short Charge.
1)   Weapons:  Maces.
2)   Armor:  Cloth, Robes
3)   Class Skills:
A)   Haste.  Medium Charge Time, medium MP cost.  Increases Attack and Movement speeds.
B)   Slow.  Short Charge Time, low MP cost.  Decreases Attack and Movement speeds.
C)   Don't Move.  Short Charge Time, medium MP cost.  Prevents the enemy from moving.
D)   Demi.  Charged spell, Dark Elemental.  Works like Fire.
E)   Quick.  Medium Charge Time, high MP cost.  Adds AoE Haste for allies and Slow for enemies.
F)   Meteor.  Long Charge Time, high MP cost.  Does very large AoE damage.
4)  Reaction:
A)   Critical Quick.  Chance to cast Haste on self when under 50% health.
5)  Support:
A)   Short Charge.  Reduces charge times for spells.
6)   Movement.  
A)   Float.  Hover off the ground, basically combines the effect of Move+1 and Jump+1.  Become immune to Earth attacks, but vulnerable to Air.
7)   Class Range.  Average Move, Low Jump.

M) Oracle.
Requires 2 Priest.  Innate Defense Up, Recovery.
   1)  Weapons:  Rods, Quarterstaves.
   2) Armor:  Cloth, Robes
   3) Class Skills:
A) Blind.  Short Charge Time, low MP cost.  Decreases the enemy's chance to hit.  Large AoE.
B)   Paralyze.  Short Charge Time, low MP cost.  Prevents 1 enemy from attacking.
C)   Spell Absorb.  Short Charge Time, low MP cost.  Drains MP from the enemy and boosts the caster's MP.
D) Pray Faith.  Short Charge Time, low MP cost.  Increases spell damage dealt and received.
E) Innocent.  Short Charge Time, medium MP cost.  Prevents spell damage from being dealt or received.
F) Berserk.  Medium Charge Time, low MP cost.  Makes an enemy revert to only autoattacking.  Their damage dealt increases however.
G) Petrify.  Medium Charge Time, Medium MP cost.  Encases the enemy in stone, preventing them from moving, attacking, or having damage dealt to them.
   4) Reaction:
A) Miasma.  Chance to randomly cast a status on an enemy that deals melee damage to the wielder.
   5) Support:
      A) Defense Up.  Reduces physical damage taken.
   6) Movement:
A)  Recovery.  Moving while having this equipped reduces the time it takes to recover from negative statuses.
   7) Class Range.  Low Move, Low Jump.

N)   Summoner.  
Requires 5 Wizard, 5 Priest, 3 Lancer, 3 Geomancer.  Innate Move MP Up.  I'm changing this one quite a bit from the original FFT as I don't think that the old summon style would work as well in this type of game.  I'd have summon magic transform the user into the summoned monster for a short time, gaining elemental properties and weapon types.  No spells can be cast while in the summoned form and all physical attack damage is based on your MA.  The charge time on all summons are medium with high MP costs.
1)   Weapons.  Rods, Maces
2)   Armor:  Cloth, Robes
3)   Class Skills:
A)   Moogle.  No element, uses a Lance.
B)   Ifrit.  Fire elemental, uses a Sword.
C)   Shiva.  Ice elemental, uses a Bow.
D)   Ramuh.  Lightning elemental, uses a Quarterstaff.
E)   Lich.  Dark elemental, uses an Axe.
F)   Odin.  No element, uses a Knight Sword
G)   Bahaumut.  Uses 2 fists, one Fire and one Holy?
4)   Reactions
A)   MP Restore.  Restores MP fully when damage knocks you below 33%
5)   Support
A)   Half MP
6)   Movement
A)   Move MP UP.  Increases MP regeneration slightly.
7)  Class Range.  Low Move, Low Jump.

O) Ninja.
Requires 5 Archer, 5 Thief, 3 Wizard, 3 Time Mage.  Innate 2 Swords.
   1) Weapons.  Daggers, Ninja Swords.
   2) Armor.  Cloth
   3) Class Skills
      A) Throw Shuriken
      B) Throw Fire Bomb
      C) Throw Ice Bomb
      D) Throw Bolt Bomb
   4) Reactions
A) Sunken State.  When physically attacked, you can gain Transparent.  This makes you harder to hit and makes your next attack automatically hit.  Effect fades once you use an attack.
   5) Support
      A) Two Swords.  Lets you dual wield weapons.
   6) Movement.
      A) Move +3.
   7) Class Range.  Very High Move, Very High Jump.

P) Samurai.
Requires 5 Knight, 5 Monk, 3 Priest, 3 Oracle.  Innate Two Hands.
   1) Weapons.  Katanas.
   2) Armor. Heavy Armor, Robes.
   3) Class Skills
A) Asura.  Uses the Asura Katana to draw out damage in AoE.  Can add Blind.
      B) Koutesu.  AoE damage, can add Poison.
      C) Bizen Boat.  AoE MP damage.  
      D) Murasame.  AoE Healing.
      E) Heaven's Cloud.  AoE damage, can add Slow.
      F) Muramasa.  AoE damage, can add Confuse.
      G) Kikuichimoji.  AoE damage, can add Don't Move.
      H) Masamune.  AoE Haste + Regen.
      I) Chirijiriden.  AoE Damage, can Dispel Buffs.
   4) Reaction
A) Abandon.  Doubles your equipment Evasion.
   5) Support
      A) Equip Katana.
      B) Two Hands.  Grip a weapon in 2 hands to boost damage.
   6) Movement
      A) Jump +3.
   7) Class Range. Average Move, Low Jump.

Maybe its just me, but that sounds like a game I would definitely pay $60 to buy.  I could be way off though, just thought I'd share and get some feedback/criticism.
Dol