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    I Want Your Opinions

    I'm trying to decide on how to have my limit break-like moves obtained. I know how to easily do all of these, but I'm trying to narrow it down some. So, I'd like to hear which you guys would keep and ditch (and of course any others you feel would improve the gaming experience) out of all of these methods of obtaining the moves...

    Stoic - Party Member Losing HP
    Warrior - Party Member Damaging Enemy's HP

    Slayer - Finishing off an Enemy

    Healer - Healing Any Party Member's HP

    Victor - Winning a Battle
    Coward - Successfully Fleeing from a Battle

    Tactician - Inflicting Negative Status on Enemy
    Sufferer - Being Inflicted by Negative Status

    Turn - Every Round of Battle Party Member's Alive
    Critical - Every Round of Battle Party Member has low HP
    Solo - Every Round of Battle with only one Party Member Alive

    Comrade - Ally Party Member Losing HP
    Avenger - Enemy KO's Fellow Ally

    And, of course they'd increase the variable by different amounts. For example, the fleeing one could drop the variable even.

    Thank you very much to any and all who post a response!!!

    EDIT: I realized I forgot to mention this. ALL of the ones I decide will be applicable at once, instead of only one at a time. So, the player/party can do various things to gain the moves, and this play the way they want to.
    Last edited by WilliamKirk; 11-30-2005, 12:25 AM.

    #2
    Re: I Want Your Opinions

    Stoic, warrior, critical, solo would be good for swordsmen and fighters. Healer and comrade for... healers. Tactician, sufferer, slayer and avenger for a shinobi or gun slinger. Coward and turn aren't exactly the best ideas. It just seems wrong to be awarded with something for doing nothing. How about these methods:
    Reviver- reviving fallen allies
    Suicidal- inflict damage on your party (probably through use of item)
    Executioner- successfully uses instant death
    Defender- defending against enemy attacks.
    I had to change accounts. I'm here now - http://www.pavilionboards.com/forum/member.php?u=1475

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      #3
      Re: I Want Your Opinions

      Likes

      Slayer
      Critical
      Solo
      Tactician
      Avenger: other characters get boost.

      Drops ( that characters variable limit break #) so they gotta get more

      Coward
      (New drop)
      Weakling: Character dies

      Comment


        #4
        Re: I Want Your Opinions

        Lose Comrade, or if there's a defend ally skill, make it applicable to the defense of a critically injured ally.
        Coward- Fleeing with party's health > 60%
        Strategic Retreat- Fleeing with party's health <30%
        Avenger-Enemy KOs all party members but one, party wins battle.
        So you're a fish out of water...
        Keep swimming.
        What else can you do?

        Comment


          #5
          Re: I Want Your Opinions

          Likes:
          Critical - Every Round of Battle Party Member has low HP
          Solo - Every Round of Battle with only one Party Member Alive
          Comrade - Ally Party Member Losing HP
          Avenger - Enemy KO's Fellow Ally
          Sufferer - Being Inflicted by Negative Status

          Not:
          Stoic - Party Member Losing HP
          Warrior - Party Member Damaging Enemy's HP
          Slayer - Finishing off an Enemy
          Healer - Healing Any Party Member's HP
          Victor - Winning a Battle
          Coward - Successfully Fleeing from a Battle
          Tactician - Inflicting Negative Status on Enemy
          Quote of the moment - "When you cut down a tree, don't stand near it."

          Comment


            #6
            Re: I Want Your Opinions

            Cool. Thanks a bunch guys!!! I think I've come up with a pretty cool solution based on the suggestions:

            Every turn
            -> Less HP = More Extreme Gain (Turn/Critical/Stoic)
            -> Less Allies Alive = More Extreme Gain (Avenger/Solo)
            -> KO’d, Stoned, Asleep, Confused, Charmed, or Tamed = No Extreme Gain (Weakling)
            -> Other Negative Statuses = More Extreme Gain (Sufferer)

            Explanation:

            The more desperate the situation (Low HP, Allies Dead, Afflicted with Negative Status),
            the more the member gains toward doing his desperate moves (Limit Variable).
            If he/she is unaware of what’s going on (KO’d, Stones, etc.),
            the member doesn’t gain anything toward doing his desperate moves (Limit Variable).

            So, what do you guys think of this?

            Comment


              #7
              Re: I Want Your Opinions

              Sounds like a good compromise, although I'd like to see more extreme gain applied to party members that do their jobs exceptionally well. Maybe during crits, after dodged/blocked attacks (if they're rare), or affecting foes with a rare status effect like instant death.
              So you're a fish out of water...
              Keep swimming.
              What else can you do?

              Comment


                #8
                Re: I Want Your Opinions

                If anything, you could always do like FFX, and give the player a few different choices for limit-building.
                "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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