Magitek Armor equipable from airship
#7
5 characters... wth... I took a break and played FF1 wonderswan to the end(first time since back when ToysRus carried NES). Then I played FFV gba to end finally. Then played FF IV complete (PSP, original, interlude, then TAY). Which explains the five toon comment, the forgeting things, the whisperweed, and SOME of those other weird remarks.

Back on topic, since there would only be four needed... yeah, those are definatly the most obvious places to find a suit laying around. And don't you watch movies? Post apocalyptic events almost always grant experts superhuman abilities to fabricate things without the need for advanced machinery, assembly lines, factories, extra workers, or power using nothing but their teeth. He's just that damn good. Least thats the story I was thinkig of anyway. Come on he built an ocean ready raft once, why not repair a highly advanced suit of mass destruction using parts from and old ink pen and some chewing gum?

I'm liking the idea for an elevator/cargo lift. Still leaves to question how you'd fly while in the suit, but temporary disable to get through the ship sounds a little out of the way for a simple issue. If going the temp disable mount route, technically would need to disable till landing. Actually, could that same check at the exit work in regards to the entrance and exit of the airship map? Exit through dialog at the wheel, but how does the entrance work? An exit through a cargo bay door would be cleaner all around but wouldnt that require landing before you exited? Nothing wrong with aerial insertion and all but who's gonna land the ship after you jump out the cargo door? Without rewriting the whole airship routine to work like when the blackjack gets molested by espers and you have to use the front door is it possible? Not to mention the pain of having to walk to the door every time you land.
What about making the cargo bay door work like the wheel on deck? "Exit" through the bay, be taken back to flying control till landed, re-entering the ship would work as normal if, or even without, a check to disable while on the airship mount. A lift from bay to deck would cover that issue too.

Next, for character like Gau, Umaro, and to a lesser extent Gogo. Disable for them entirely? Have Magitek overide Rage as well? Umaro, unless replaced, there's just no excusses to put in a mech. Gogo COULD raise some problems maybe if deliberatly trying to break it. Gau is a question, no reason he couldnt work one. Personally I'm a fan of placing Rage/Leap in the same slot and giving him a Fight command but without that... would it be best to not allow at all or try for changing Rage to MTek?

I think that covers it all for the moment except where to start. I'm leaning toward airship reworking since thats where everything is going. My mind would have a little trouble writing an event to send something to a place that dont exsist yet anyway.
Does anybody happen to recall an event that uses a check to determine where an exit goes based on a set bit? Or some that checks to see if you have aquired the Falcon. Daryl's Tomb door maybe? Dont remember if it locks when complete or not. There are several bits cleared and set for Setzer's flashbacks but do they stay that way or am I over thinking this entirely and there's a bit directly related to "have falcon"?
The only true wisdom is knowing you know nothing.
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Messages In This Thread
Magitek Armor equipable from airship - by Catone - 01-17-2015, 01:15 PM
RE: Magitek Armor equipable from airship - by Catone - 01-18-2015, 07:48 AM

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