Lobster
Old Fogey ofthe site
- Reaction score
- 90
Although I have no current plans of implementing these systems in my map, Im wondering what people think of these ideas
1: Power cooldown- based on dark invasion 2's combat system, but with abilities:
Every spell you cast has 2 cooldowns: your castable cooldown, and your power cooldown. When you cast a spell, your castable cooldown is completely reset, and your power cooldown is decreased depending on the spells power.
While your castable cooldown is like a normal cooldown, where you cant cast a spell while its resetting, the power cooldown is different: you can cast the spe3ll at anytime, but, if you wait for the power cooldown to reset to normal the spell is X times more effective
2: Material system-Based on final fantasy 12's material system
Whenever you sell specific item types, a counter is increased for that item type. If the counter reaches a certain number, a special item is made availible, and the counter resets
3:Role system- Based on final fantasy 13's paradigm system
This one is a bit more complex to implemennt but: Whenever you have allies (up to two)following you, you can choose up to 6 options from several teamsets, which are chosen in town. When you are out of town, pres esc or something to bring up a dialog, and choose one of your 6 sets.
For example, lets say the availbile classes were: Gladiator(1), Defender(2), Healer(3), Mage(4), Ranger(5), and Witchdoctor)6). in town, you choose up to 6 combinations of them, such as
1 1 1
1 2 3
2 4 4
3 3 3
2 1 1 and
6 5 2
When you press esc, you have the option to switch you and your allies to these class sets, resulting in changing roles.
4: Class upgrade system,- Taken from final fantasy 10 and 13:
A stat upgrade system, it would be interesting to make your hero able to research different upgrades, but, if you take one path, another disapears.
How you would make this look nice, is up to you, but maybe if used a arrow key based navigation and spare some terrain, you could figure something out
1: Power cooldown- based on dark invasion 2's combat system, but with abilities:
Every spell you cast has 2 cooldowns: your castable cooldown, and your power cooldown. When you cast a spell, your castable cooldown is completely reset, and your power cooldown is decreased depending on the spells power.
While your castable cooldown is like a normal cooldown, where you cant cast a spell while its resetting, the power cooldown is different: you can cast the spe3ll at anytime, but, if you wait for the power cooldown to reset to normal the spell is X times more effective
2: Material system-Based on final fantasy 12's material system
Whenever you sell specific item types, a counter is increased for that item type. If the counter reaches a certain number, a special item is made availible, and the counter resets
3:Role system- Based on final fantasy 13's paradigm system
This one is a bit more complex to implemennt but: Whenever you have allies (up to two)following you, you can choose up to 6 options from several teamsets, which are chosen in town. When you are out of town, pres esc or something to bring up a dialog, and choose one of your 6 sets.
For example, lets say the availbile classes were: Gladiator(1), Defender(2), Healer(3), Mage(4), Ranger(5), and Witchdoctor)6). in town, you choose up to 6 combinations of them, such as
1 1 1
1 2 3
2 4 4
3 3 3
2 1 1 and
6 5 2
When you press esc, you have the option to switch you and your allies to these class sets, resulting in changing roles.
4: Class upgrade system,- Taken from final fantasy 10 and 13:
A stat upgrade system, it would be interesting to make your hero able to research different upgrades, but, if you take one path, another disapears.
How you would make this look nice, is up to you, but maybe if used a arrow key based navigation and spare some terrain, you could figure something out