Not sure where else to put this, since it isn't relating to "hacking". Instead, it's a thread to imagine and bounce off ideas for a hypothetical "true" FFT sequel. My ideas:General Stuff:
1. My idea would be a synthesis of the best ideas from FFT, FFTA 1, 2, as well as the aesthetics of Vagrant Story. Also taking some of the stuff that works from FFXII, and the Nippon Ichi games.
2. Rule: MOAR EPIC!
3. Setting. Mix of VS and FFT. Medieval European style setting. Gritty. Just human races. Specific Stuff:
1. Grids or Spheres?
You could either allow for a more detailed grid system (each FFT square would be cut up into 4 smaller squares), or go with spheres/circles (like Phantom Brave did). Not sure what is best myself.
2. Armor and Speed.
I say implement a weight system which affects speed.
3. Items and Chemist.
Should everyone have the ability to use items, or should it be a "special" skill that only chemists could use?
An idea that I have is to have everyone have item, but make them not that effective. Chemists have innate "Throw item" and another skill which doubles the effectiveness of items and potions (since they know how to make and use them properly).
It doesn't seem right that the percent evasion should be based on the equipment itself. That should be based on character stats. The shield should have different properties (weak against fire, nullifies fire attacks, etc), and different sizes (and weights).
5. 3D or 2d?
You could go with more detailed and higher res 2D sprites and 3D backgrounds. However, it'd be so freaking epic
if it had graphics and art style to similar to Vagrant Story and FFXII. Yes, that means that there WILL be noses. With much larger maps than FFT. And everything is properly to scale. (Notice how buildings are not as big as they should be in FFT so that they could fit into the maps).
6. Character designs.
A mix of FFT and Vagrant Story. Similar to FFT, but with proper body proportions. Most of the VS character designs and equipment are really cool looking. Not a fan of Ashley's butless pants though.
No more "win battle, receive Gil". How to get money though? Not sure. Perhaps odd jobs, selling found items, and random chests? Chemists could have the ability to produce potions, which could be useful for your cash strapped team.
8. Random Battles.
Never liked them. What to do instead? Not sure.
9. World Map
No world map. The entire world is rendered in 3D. You travel between places by actually traveling from town to town. The world would be huge.
10. Item Management
Either games give characters infinite (or near infinite) space for items, or have limited inventories. I never liked the first. The second tends to lead to endless micro-management.
My solution. Space is limited. To increase it, you can buy backpacks (which increases weight for that character). Want to increase it more? Buy some chocobos and wagons. But the trade off is that you have to feed the damn things. To simplify things, your inventory is considered to be one big "pool". So you don't have to do the micromanagement of assigning items to each person.
11. Max Characters per team
I was thinking that the main restraints on how many people you have on your team are practical things like money, food, and such. So it'd be a trade off between the benefits of more dudes vs. the costs. A limit would exist, but it'd be really hard to reach it.
12. Charge Time?
Charge time ftw.
13. Gameplay Options:
- Campaign (Regular Story Mode)
- Multiplayer (Deathmatch, but what else?)
- What else to include?
14. Target specific body parts?
I thought that it was a good idea in VS. Just poorly executed. How would you guys handle it?
I would make it so that you could never kill someone by just attacking their hands, or limbs. Instead, attacking it enough would eventually make that limb useless.
15. Character Customization.
Based off of FFT. Job System. Should you be able to equip more than one support ability? I was thinking that perhaps some would be worth "two" slots if they're powerful enough (like two swords). Weaker ones would be worth one. This way, weaker support abilities would still be used instead of ignored.
16. Critical Status
The lower your HP, the worse off you are. How much I'm not sure. I like the idea from D&D :
In 3rd Edition you aren't dead until you reach -10 hp. At 0 hp you are disabled, and will lose HP with any action except movement that doesn't heal you. At -1 to -9, you are dying, meaning you fall unconscious and begin bleeding out at a rate of 1 hp per turn (unless you have an ability like Die Hard) unless healed or you reach -10 hp. You recover completely if you are taken out of negative hp via magical or mundane healing—if you aren't dying but you are still in negative hp, you remain unconscious; any healing stabilizes you.
Other ideas:http://tvtropes.org/pmwiki/pmwiki.php/M ... nceFailure
17. Escape and Surrender.
You can escape from battle. You can also surrender, or pay off your attackers. The enemies can do the same. For instance, if thieves attack you, you can pay them off, run away or battle it out. But if the battle gets to thick, you can give up and pay them what they want.
You can execute a soldier who surrenders if you're evil.
This can shorten battles a bit, since you won't have to spend the extra five minutes dealing with that one Knight who clearly has no chance of survival.
Obviously, Mediators can be useful here.
18. Good/Evil actions
Should you be able to be evil? Could you kill random people, but face the consequences of being a wanted villain?
Two units for stats should be double digets. So, they'd either be 9.6 or 96. But not 9.
20. Brave/Faith and Zodiac
I never liked these that much. Needless complications in my view. Should it be carried over?
Jobs and Abilities
They suck in FFT. How do we fix them?
Here's some stuff from other FF games, that aren't in FFT. Which ones should be included in the sequel?
Final Fantasy 5:
In general, what stuff works in VS, Disgaea, FFTA series, and other games that you'd like to see imported to a FFT sequel?