So me and charon were talking earlier about making a Suikoden game using the GS engine. Obviously it's gonna be quite quite an undertaking, and will probably push the editor to its limits, but I'm sure we could (probably) pull it off. Apart from the obvious issues (108+ character portraits... can that many even fit?), we've gotten a few ideas of how to pull it off. I'll post some of the ideas I've had, and I'm sure Charon will post her own. (You know, it'd be nice to have that green bullet for things like this...)
My ideas...
Ability | C | B | A | S | Target | Effect |
Fire Boost | 2% | 4% | 8% | 16% | Self | Fire Element Damage Boost |
Fire Force | 1% | 2% | 4% | 8% | All Allies | Fire Element Damage Boost |
Fire Resist | 2% | 4% | 8% | 16% | Self | Fire Element Damage Reduction |
Fire Ward | 1% | 2% | 4% | 8% | All Allies | Fire Element Damage Reduction |
Fire Focus | 2% | 4% | 8% | 16% | One Enemy | Chance to inflict "Inflamed" per turn |
Fire Field | 1% | 2% | 4% | 8% | All Enemies | Chance to inflict "Inflamed" per turn |
Fire Volley | 2% | 4% | 8% | 16% | 7 Enemies | Chance for effect (fire damage) |
Water Boost | 2% | 4% | 8% | 16% | Self | Water Element Damage Boost |
Water Force | 1% | 2% | 4% | 8% | All Allies | Water Element Damage Boost |
Water Resist | 2% | 4% | 8% | 16% | Self | Water Element Damage Reduction |
Water Ward | 1% | 2% | 4% | 8% | All Allies | Water Element Damage Reduction |
Water Focus | 2% | 4% | 8% | 16% | One Enemy | Chance to inflict "Frost" per turn |
Water Field | 1% | 2% | 4% | 8% | All Enemies | Chance to inflict "Frost" per turn |
Water Volley | 2% | 4% | 8% | 16% | 3 Enemies | Chance for effect (water damage) |
Water Support | 2% | 4% | 6% | 8% | All allies | HP Regen per turn |
Wind Boost | 2% | 4% | 8% | 16% | Self | Wind Element Damage Boost |
Wind Force | 1% | 2% | 4% | 8% | All Allies | Wind Element Damage Boost |
Wind Resist | 2% | 4% | 8% | 16% | Self | Wind Element Damage Reduction |
Wind Ward | 1% | 2% | 4% | 8% | All Allies | Wind Element Damage Reduction |
Wind Focus | 2% | 4% | 8% | 16% | One Enemy | Chance to inflict "Gust" per turn |
Wind Field | 1% | 2% | 4% | 8% | All Enemies | Chance to inflict "Gust" per turn |
Wind Volley | 2% | 4% | 8% | 16% | 3 Enemies | Chance for effect (Wind damage) |
Wind Support | 8% | 16% | 32% | 64% | One Ally | Chance for Ailment Recovery per turn |
Earth Boost | 2% | 4% | 8% | 16% | Self | Earth Element Damage Boost |
Earth Force | 1% | 2% | 4% | 8% | All Allies | Earth Element Damage Boost |
Earth Resist | 2% | 4% | 8% | 16% | Self | Earth Element Damage Reduction |
Earth Ward | 1% | 2% | 4% | 8% | All Allies | Earth Element Damage Reduction |
Earth Focus | 2% | 4% | 8% | 16% | One Enemy | Chance to inflict "Dust" per turn |
Earth Field | 1% | 2% | 4% | 8% | All Enemies | Chance to inflict "Dust" per turn |
Earth Volley | 2% | 4% | 8% | 16% | 3 Enemies | Chance for effect (earth damage) |
Earth Support | 2% | 4% | 8% | 16% | All allies | Chance to apply barrier (25%) per turn |
Lightning Boost | 2% | 4% | 8% | 16% | Self | Lightning Element Damage Boost |
Lightning Force | 1% | 2% | 4% | 8% | All Allies | Lightning Element Damage Boost |
Lightning Resist | 2% | 4% | 8% | 16% | Self | Lightning Element Damage Reduction |
Lightning Ward | 1% | 2% | 4% | 8% | All Allies | Lightning Element Damage Reduction |
Lightning Focus | 2% | 4% | 8% | 16% | One Enemy | Chance to inflict "Shock" per turn |
Lightning Field | 1% | 2% | 4% | 8% | All Enemies | Chance to inflict "Shock" per turn |
Lightning Volley | 2% | 4% | 8% | 16% | One Enemy | Chance for effect (lightning damage) |
Dark Boost | 2% | 4% | 8% | 16% | Self | Dark Element Damage Boost |
Dark Force | 1% | 2% | 4% | 8% | All Allies | Dark Element Damage Boost |
Dark Resist | 2% | 4% | 8% | 16% | Self | Dark Element Damage Reduction |
Dark Ward | 1% | 2% | 4% | 8% | All Allies | Dark Element Damage Reduction |
Dark Volley | 2% | 4% | 8% | 16% | One Enemy | Chance for effect (darkness damage w/chance for death) |
Light Boost | 2% | 4% | 8% | 16% | Self | Light Element Damage Boost |
Light Force | 1% | 2% | 4% | 8% | All Allies | Light Element Damage Boost |
Light Resist | 2% | 4% | 8% | 16% | Self | Light Element Damage Reduction |
Light Ward | 1% | 2% | 4% | 8% | All Allies | Light Element Damage Reduction |
Light Volley | 2% | 4% | 8% | 16% | 3 Enemies | Chance for effect (light damage) |
Light Support | 3% | 6% | 9% | 12% | Self | HP Regen Per Turn |
Sun Support | 3% | 6% | 12% | 24% | All Allies/Enemies | Chance for Dawn/Dusk Rune effects (50% for each) |
Star Support | 3% | 6% | 12% | 24% | All Enemies | Chance for Star Rune effects |
Strength Boost | 2% | 4% | 8% | 16% | Self | Physical Damage Boost |
Strength Field | 1% | 2% | 4% | 8% | All Allies | Physical Damage Boost |
Defense Boost | 2% | 4% | 8% | 16% | Self | Physical Damage Reduction |
Defense Field | 1% | 2% | 4% | 8% | All Allies | Physical Damage Reduction |
Magic Boost | 2% | 4% | 8% | 16% | Self | Spell Damage Boost |
Magic Field | 1% | 2% | 4% | 8% | All Allies | Spell Damage Boost |
Resist Boost | 2% | 4% | 8% | 16% | Self | Spell Damage Reduction |
Resist Field | 1% | 2% | 4% | 8% | All Allies | Spell Damage Reduction |
Turtle Boost | 4 | 8 | 12 | 16 | Self | In-battle Luck Boost |
Turtle Field | 2 | 4 | 6 | 8 | All Allies | In-battle Luck Boost |
Holy Dash | 2% | 4% | 8% | 16% | Self | Agility Boost |
Holy Field | 1% | 2% | 4% | 8% | All Allies | Agility Boost |
Killer Support | 2% | 4% | 6% | 8% | Self | Critical Hit Rate Boost |
Killer Field | 1% | 2% | 3% | 4% | All Allies | Critical Hit Rate Boost |
Surge Support | 2% | 4% | 6% | 8% | Self | Unleash Rate Boost |
Surge Field | 1% | 2% | 3% | 4% | All Allies | Unleash Rate Boost |
Repel Support | 2% | 4% | 6% | 8% | Self | Evasion Rate Boost |
Repel Field | 1% | 2% | 3% | 4% | All Allies | Evasion Rate Boost |
Training | 3% | 6% | 12% | 24% | Effect Only | XP Gain Boost |
Find Potch | 3% | 6% | 12% | 24% | Effect Only | Potch Gain Boost |
Item Hunt | -- | -- | -1 | -2 | Effect Only | Item Rarity rank drop (Rank S is akin to Djinn Killing) |
Treatment | 5% | 10% | 15% | 20% | All Allies | HP Healing after battle |
Trade In | 20% | 40% | 60% | 80% | Field Use | Sell items outside of shop |
Blink | -- | -- | -- | S | Field Use | Teleport to any town previously visited |
Appraisal | -- | -- | -- | S | Field Use | Appraise ? Items anywhere |
Rune Shop | -- | -- | -- | S | Field Use | Equip and change runes anywhere. |
Forge | 10 | 12 | 14 | 16 | Field Use | Sharpen weapons on the spot. Rank based on hammer. |
More to be added as they're thought up. Not every possible ability will exist. Most abilites start at rank C. Abilities can be improved by paying a trainer potch to train the ally. Only exception is the weaponsmith - his rank depends on the hammer you've given him. Iron Hammer for C (Recruit), Stardust Hammer for B, Mythril Hammer for A, Orihalcon Hammer for S. Each ally has a Max Limit - not every ally can achieve S. Sun Support has a chance for either the Dawn or Dusk rune being used in a turn. Dawn has very minor healing and has the effect of the Salt Djinni (healing all ailments) Dusk rune does very minor damage had has a chance for pretty much every ailment (at low rates, but ignoring a certain percentage of luck, perhaps 50%). The Star rune is similar - a chance to either inflict Sleep and Silence (mid rates) or to deal damage. If the effect is activated, it's a 50% chance of either effect.
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