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Team moves, please

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    Team moves, please

    Hey, does anybody have any Ideas for making "team moves"? Now, by that I mean making individual skills for each character that can be useful individually, but create suped-up effects when used together.
    Here's my example:

    character1 uses "Manabreak", which reduces the Fireboss's MDF by 30.
    character2 uses "Mana-aid", which raises character3's MAG by 30.
    character3 uses "Blizzana", which normally causes 30 points of damage with extra damage dealt to beasts (the Fireboss is a beast-type monster) the effect of Mana-aid makes Blizzana deal more damage, and the Fireboss's MDF has ben decreased by 30. the end result is massive damage.

    Can you guys think of anything?
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    #2
    Re: Team moves, please

    Isn't that just using traditional RPG strategy?

    The kind of thing I think of when I hear "team moves" is stuff like in Chrono Trigger, where Lucca casts Fire on Crono's sword and then he does Fire Spin.

    With your model, I guess....

    Cool uses Boost (Mag up) on The Hand.
    The Hand uses Boost (the effect boosted itself by Cool) on Luke.
    Luke attacks the boss with Optislash.

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      #3
      Re: Team moves, please

      Shameless plug!

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        #4
        Re: Team moves, please

        In Series 1, you had 3 main characters, and depending on if you joined mage's or fighter's guild, you got one of two for your fourth character. Each of these other 2 characters had completely different spells, and the "main" character had different spells, depending on if you joined mage's or fighter's. In addition, depending on if you played as good or evil, there were also different spells the main character would get, and there were a few quests, random item drops, and easter eggs to get the other two "non-main" characters different spells.


        Reason I say this is, depending on which combination of characters you have, and depending on the choices you make, there is an opportunity (which I made completely by accident...well, not accident, but I didn't realize I made it like this until I playtested) where one character casts a spell that lowers enemy defense or something, with a secondary effect of making one-hit kills much easier. And if you picked fighter's guild, and the character you gain from that gets one particular weapon (that you have to acquire, and cannot buy in a shop), the weapon has a LOT higher chance to do one-hit kills.

        This is not until about 2/3 of the way through the game, though (give or take), so it's really helpful when you get to groups of enemies with either 3 or 4 high HP enemies with strong attacks that normally take a decent amount of time to fight, or if there is an enemy that has some very detrimental ability or spell, as it is possible to dispatch it before the enemy even gets its turn.

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          #5
          Re: Team moves, please

          Sacrifice + Full-Life, haha jk

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            #6
            Re: Team moves, please

            In RM3 (since that's the thread I'm currently in) I usually try to give characters "Added Effects" to weapons/spells that are useless by themselves, but can be used strategically in long drawn out battles. Like spell that deals low damage but also inflicts poison, or removes MDef. from the target. Or adds a weakness!

            I like to look at the add-ons a lot like in FF7 where equiping different combinations of Materia would offer up different special abilities. Its not always useful, but it can be if you use them in the "correct" order...
            A God from the Machine - Menander

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