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Patch Proposals/Ideas Thread

Started by Dominic NY18, February 14, 2009, 01:59:21 pm

Cheetah

March 31, 2009, 06:46:20 pm #120 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Vanya: You could have all six characters/job in your party, but have every battle only allow 4 characters? That might not be exactly what you want, but it would work out pretty well. Or perhaps there is a way to limit how many people are allowed in the formation screen, have all the characters join after the first event but there would only be room for 4.

Oh oh oh I think I have a real solution. Using event instruction (I'm almost positive this is possible) you could fill up the formation screen with all but four spaces, then you have the option of having the 6 characters present but only room for four, then remove all the filler characters after the four main characters have been chosen. Hmm the only problem I foresee is that you are able to swap units if your party is full and it would show the formation screen with all your filler characters (but you could probably make them appear invisible and if they were guests I don't think you could have them removed).
Current Projects:

Skip Sandwich

March 31, 2009, 07:59:08 pm #121 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
also, to allow for stacked parties, you could have two units of each starter job, one male and one female (12 possible recruits is the max allowable I think, while still keeping all jobs evenly represented, since 3x job stacking would require 18 units, which is more then the max allowable on a single map)
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Vanya

March 31, 2009, 10:15:39 pm #122 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
@Cheetah: Thanks for the event instructions idea. I think that might be a good solution.
@Skip: I kinda like that idea, too. I have to weigh it against an open job wheel, though.
In addition, I'll raise job prerequisites to level 8 and increase the JP cost of each level. That will make it herder to get upgraded jobs before the end of Chapter 2. What would be really nice, though is if there were event instructions to unlock certain jobs after a specific event. Is that a possibility?
  • Modding version: Other/Unknown
¯\(°_0)/¯

ShadowX

April 01, 2009, 12:26:18 am #123 Last Edit: December 31, 1969, 07:00:00 pm by ShadowX
Hey everybody. I'm finally back after however long it's been since I last logged on. I have a lot of work done on my project and I should have at least a demo and some scene edits to show everyone after I get my sprites (sprites are still my weakness.)

Sorry if this seems like a waist of a post.

Smitson

April 01, 2009, 01:29:32 am #124 Last Edit: December 31, 1969, 07:00:00 pm by Smitson
Quote from: "ShadowX"Hey everybody. I'm finally back after however long it's been since I last logged on. I have a lot of work done on my project and I should have at least a demo and some scene edits to show everyone after I get my sprites (sprites are still my weakness.)

Sorry if this seems like a waist of a post.

It is indeed a waist of a post.


I'm just giving you a hard time  :wink:.

Kaijyuu

April 01, 2009, 01:31:00 am #125 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
You'd think something with a waist would at least have an abdomen as well. I'm not seeing one, though.
  • Modding version: PSX

Skip Sandwich

April 02, 2009, 09:51:30 am #126 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
@Vanya; Glad to be of help, that being said, I do like the idea of a semi-open job wheel as well, it would certainly be a lot simpler to implement, and the strict job and jp requirements for advancement would encourage players to focus a unit in a single job, rather then try and master them all. Are you going to be strictly limiting players to the 12 FFI jobs in this patch, or are you planing on implementing a few extra jobs to make use of the left over job slots?
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

philsov

April 02, 2009, 12:30:25 pm #127 Last Edit: December 31, 1969, 07:00:00 pm by philsov
Quote from: "Skip Sandwich"@Vanya; Glad to be of help, that being said, I do like the idea of a semi-open job wheel as well, it would certainly be a lot simpler to implement, and the strict job and jp requirements for advancement would encourage players to focus a unit in a single job, rather then try and master them all. Are you going to be strictly limiting players to the 12 FFI jobs in this patch, or are you planing on implementing a few extra jobs to make use of the left over job slots?

and in a similar vein, are there any sprites you'd like brewed up?  I'm interested to try my hand at spriting and would love to help out on your patch.
Just another rebel plotting rebellion.

Kaijyuu

April 02, 2009, 02:38:40 pm #128 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
Quite honestly, loose job advancement is one of my favorite parts of FFT. When I saw Advance had races that limited job choice, I almost screamed blasphemy. It's also why I think Tactics Ogre's job advancement systems are extremely boring and unintuitive.

More power to ya if that's something you'd be interested in. I doubt I'd play a patch that had a strict job advancement though, unless it had some redeeming quality.
  • Modding version: PSX

Vanya

April 02, 2009, 03:06:33 pm #129 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
@Skip: The plan is to have the player only be able to use the original jobs. And I think I can abuse the job requirements and ENTD settings to force certain units to only have access to certain jobs. Also, I want to let the enemies keep their original jobs.

@philsov: I haven't worked on any sprites yet. I welcome your help, though.

@Kaijyuu: I know what you mean about FFTA. And, no worries, I started this idea knowing it wouldn't appeal to everyone. I just want to get one of my ideas off the ground and finished. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Vanya

April 02, 2009, 03:32:49 pm #130 Last Edit: April 02, 2009, 05:05:48 pm by Vanya
On another note...

Here's the revised job list for my personal patch which still has no title. This is the one I mentioned in the "What western zodiac are you?" thread.

Mercenary: Initial generic job. Made from Squire. Has some less than honorable combat skills available.

Freelancer: Initial job for all units. Made from Chemist. You'll learn all the weapon skills from this job, and I'm trying to work it so that all units have all item skills learned by default.

Warrior: Made from Orator. Will have some basic combat skills similar to the old Squire.
-->req. Freelancer lv.2

Black Mage: Updated spell list.
-->req. Freelancer lv.2

Hunter: Made from Archer. Modeled after Hunter in FFTA/2.
-->req. Freelancer lv.3

Green Mage: Made from Mystic. Revision based on FF12i spells.
-->req. Freelancer lv.3

Medic: Made from Bard+Dancer. Based on FF5 Chemist.
-->req. Freelancer lv.4

White Mage: Updated spell list.
-->req. Freelancer lv.4

Knight: Revised skill set.
-->req. Warrior lv.4

Time Mage: Updated spell list.
-->req. Black Mage lv.5

Thief: Revised skill set.
-->req. Hunter lv.3

Geomancer: Revised spell list, plus MP cost.
-->req. Green Mage lv.4

Monk: Revised skill set.
-->req. Medic lv.5

Blue Mage: Made from Arithmetician. Will have a large number of support & movement skills to offset spells not being learned with JP.
-->req. While Mage lv.3

Mime: No changes.
-->req. Blue Mage lv.2

Samurai: Revised skill set. I'll hex edit all the katana to have 0% chance to break.
-->req. Monk lv.5
-->req. Knight lv.4

Ninja: Revised skill set. Based on Ninjutsu skills instead of just thrown items.
-->req. Monk lv.5
-->req. Thief lv.4

Dragoon Knight: Made from Dragoon. Based on FF11 dragoon. I might use some of the old Mystic spell effects to make mini dragon summons.
-->req. Knight lv.3
-->req. Blue Mage lv.3

Summoner: Revised spells. Based more on old-school spells. This will be the new ultimate mage job. Spells will all be very expensive, too.
-->req. Geomancer lv.8
-->req. Time Mage lv.8

Comments?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kokojo

April 02, 2009, 04:01:30 pm #131 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Quote from: "Vanya"What would be really nice, though is if there were event instructions to unlock certain jobs after a specific event. Is that a possibility?

As far as i know, this is impossible, sorry.
I keep leaving, I keep coming back. Boomerang boy.

philsov

April 02, 2009, 04:16:55 pm #132 Last Edit: December 31, 1969, 07:00:00 pm by philsov
Quote from: "Kokojo"
Quote from: "Vanya"What would be really nice, though is if there were event instructions to unlock certain jobs after a specific event. Is that a possibility?

As far as i know, this is impossible, sorry.

But we are capable of replacing classes, no?  Akin to ramza's squire progression.
Just another rebel plotting rebellion.

Kokojo

April 02, 2009, 04:48:45 pm #133 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Ohhh, good point you point out there...il investigate the matter personnaly when i can (IE demo out)
I keep leaving, I keep coming back. Boomerang boy.

Vanya

April 02, 2009, 05:07:22 pm #134 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
That is a good point. It should be pretty easy to use Ramza's job change routine to also change other units' jobs. That is provided there's enough space to extend the code.


BTW... I finished writing my job list for my personal patch. Comments, pls.
  • Modding version: Other/Unknown
¯\(°_0)/¯

philsov

April 02, 2009, 05:38:35 pm #135 Last Edit: December 31, 1969, 07:00:00 pm by philsov
QuoteComments, pls.

Merc seems so... unnecessary.
Just another rebel plotting rebellion.

Vanya

April 02, 2009, 09:23:08 pm #136 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Who else would you be recruiting to fight battles?
It may be a moot point anyway since there's an ASM hack that can prevent the Soldier office from hiring out generics, and one that allows specials to go on errands. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Verdeni

April 03, 2009, 03:58:12 am #137 Last Edit: December 31, 1969, 07:00:00 pm by Verdeni
I... BELIEVE this is where I post ideas.

Mine's very simple. I wanted to add a nongeneric that will join your party along with the very first generics after Gariland.

Basically, I made...

Basically this job has a totally new skillset, which replaces Tietra's, because her's was useless anyway...


Soul Collector


Descripts;

Job Descript: A warrior who has made a pact with the Dark,
choosing afterlife over death.

Skillset Descript: Anguish; Soulless Job command. Stalkers hunt their soul enriched prey, extracting their life essence.

Skills;

Thunder Anima; "Attack by unleashing a lightning spirit."
JP cost: 150
Range: 3 Radius: 1
Element: Lightning

Water Anima; "Attack by unleashing a water spirit."
JP cost: 200
Range: 3 Radius: 1
Element: Water

Ice Anima; "Attack by unleashing an ice spirit."
JP cost: 250
Range: 3 Radius: 1
Element: Ice

Wind Anima; "Attack by unleashing a wind spirit."
JP cost: 300
Range: 3 Radius: 1
Element: Wind

Blaster; "Attack by releasing luminous energy."
JP cost: 400
Range: 3 Radius: 1
Effect: Stone, Stop

Essence Reflux; "Bring death to the foe, reverting them to crystalline form."
JP cost: 200   (Low JP, Low hit_rate)
Range: 1, Vert. 0 Radius: 1
Effect: Crystal

Mantra Destroyer; "Channel dark energy to bring misfortune to the target."
JP cost: 800
Range: 4-dir. Radius: 5, Vert. 2
Effect: Blind, Confuse, Silence, Toad, Poison, Slow, Sleep[list=][/list]


Yes, the first ones are Monster skills. I thought it fit in well.


I'll delve into it more when I finally start editing storyline text.
  • Modding version: PSX
  • Discord username: V3rdeni

Vanya

April 03, 2009, 08:41:25 am #138 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
He seems a little too... bland. I think it would be better to give him more new unique skills instead of the enemy skills. That would be cooler. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Verdeni

April 03, 2009, 08:51:34 am #139 Last Edit: December 31, 1969, 07:00:00 pm by Verdeni
Very true, but I don't know which ones to use as a base, because you have to take skills away to add new ones. ><
  • Modding version: PSX
  • Discord username: V3rdeni