A new version of FFTPatcher is available! (0.492)
Started by RavenOfRazgriz, July 21, 2010, 12:10:24 am
Quote from: "philsov"I think we can reduce space on enemy hero units -- they can probably get away with a single unique ability and then a borrowed ability or two from the traditional hero units (and with that, gain a few generic abilities as well) -- because they are going to be ?a single fight each, at most, for only a portion of the real heros?
Quote from: "philsov"So..1) class/weapon-specific2) Gender A3) Gender B4-7) Normal skills.This means that as a subjob the unit has 5 abilities and as a primary 6. At 7 slots a pop for 13 jobs and 6 for the 2 single-gender ones, that's 103. We can also pull a vanilla and remove some action abilities from the fighter types and pump up the mage types, but as far as allotments go I think this is a good number. If we shave off slots elsewhere and pump each class up with one more on average, then we're looking at 118.
Quote from: "philsov"For the heroes, double-heroes with 3 uniques each (and 3 borrowed) and singles with 5 (and with 1 borrowed) seems better, in that it fits the generic scheme of 6 per skillset as a primary. Strongly support the primary-only nature of heroes' abilities.
Quote from: "philsov"So, while I think they need another (borrowed) skill, 87 is a good number here, leaving us with 148, but thats ok because mewtwo sucks anyways
Quote from: "philsov"As stated above, the allotment towards zodiacs and enemy heroes should be directly proportional to their frequency. Only fought by a single hero? Just give them one unique and be done with it. Fought by the majority? Sure, give them more. 3 per is a good allotment but some weighted shifting will be occuring (I hope).
Quote from: "philsov"Regarding monsters, perhaps we can do what (I believe) Mercenaries planned? Just have one per family rather than the 3-teired system. They'd then need... 16 * 4 = 64 ability slots MAX, but really less because of a shared basic attack ability and some of the monster skills can be generic skills, maybe. Or we can not even mess with monster skill and juggle around with 48 MAX, but less with attack.
QuoteIs there a way to allow them to access their monster skill without having a unit with the Monster Skill ability equipped? If so an "attack" ability + 3 unique skills per and one representative per breed would be perfect.
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