09-05-2013, 09:27 AM
I like the ideas so far, I wish I could take pieces of each and mush them all together. Either way, here's my idea:
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Malady
It's a multi-skill ability that has no menu. The way it works is when you select Malady in battle it will automatically choose a skill based on her current status ailments. So if she's poisoned, she uses a certain ability, if she's blinded, another, near fatal? yet another. I think 6-8 abilities is a good working number and also works with the status effects in place.
Dark
Poison
Imp
Near Fatal
Mute
Slow
Berserk - optional
Muddle - optional
I try to stick with abilities that don't cause loss of control of the character, but maybe we can make exceptions for berserk and muddle if we are smart about how we build the ability mechanics, i dunno. There would have to be a hierarchy to determine which spell gets used if 2 or more of these are in place, or maybe it randomly chooses between any current afflictions.
My reasoning for this mechanic is that it capitalizes on the 15th's man afflicted side. It encourages the player to use her in a way that's different from the other characters they play with. By allowing or placing status ailments on the 15th Man, we are accepting these afflictions in exchange for power, and the balancing game will make single-ailment curing items useful for setting up the 15th man with the best mix of risk vs. reward for the situation, making it a good strategic ability as well. The only potential downside to this is that some afflictions and abilities will need to be set up in-battle, costing turns to set up. We can counteract this with the quality of the abilities obtained from each ailment.
Thoughts? suggestions? I am open to ideas for tweaking the submission.
------------------------------------------
Malady
It's a multi-skill ability that has no menu. The way it works is when you select Malady in battle it will automatically choose a skill based on her current status ailments. So if she's poisoned, she uses a certain ability, if she's blinded, another, near fatal? yet another. I think 6-8 abilities is a good working number and also works with the status effects in place.
Dark
Poison
Imp
Near Fatal
Mute
Slow
Berserk - optional
Muddle - optional
I try to stick with abilities that don't cause loss of control of the character, but maybe we can make exceptions for berserk and muddle if we are smart about how we build the ability mechanics, i dunno. There would have to be a hierarchy to determine which spell gets used if 2 or more of these are in place, or maybe it randomly chooses between any current afflictions.
My reasoning for this mechanic is that it capitalizes on the 15th's man afflicted side. It encourages the player to use her in a way that's different from the other characters they play with. By allowing or placing status ailments on the 15th Man, we are accepting these afflictions in exchange for power, and the balancing game will make single-ailment curing items useful for setting up the 15th man with the best mix of risk vs. reward for the situation, making it a good strategic ability as well. The only potential downside to this is that some afflictions and abilities will need to be set up in-battle, costing turns to set up. We can counteract this with the quality of the abilities obtained from each ailment.
Thoughts? suggestions? I am open to ideas for tweaking the submission.
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330