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Golden Sun Rennovation Ideas

Started by Rolina, 20, January, 2013, 08:15:02 PM

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Rolina

Well, assuming you could change things in Golden Sun and make a whole new game - not based off of code, but I mean new from the ground up, doing it your way - what would your approach be?  The rules are rather simple:


  • All three GS games must remain canon - only exception is updated remake ideas.
  • Do not post to simply shoot down someone else's idea.  If you would do something different, don't tear down the other person, but simply suggest your own approach.
  • You don't have to post all of your ideas at once, but can if you so desire.




The first thing I'd do?  I'd find a way to adapt the fundaments without having outright Sol/Luna Adepts - the fundaments are still very much in play, but how they are better integrated into the elements as opposed to just being treated like they're two new elements that aren't quite elements.


(For reference, the types of affinities, from top to bottom, are "Greater Sol", "Lesser Sol", "No Affinity", "Lesser Luna", "Greater Luna", and "Neutral")

Rank 1 Recovery includes spells like Cure Poison and Restore.  This also includes Drain and Psy Drain type spells.
Rank 2 Recovery includes spells like Break and Normalize, likely Revive as well
Rank 1 Buffs are the type you see in Canon (Single 25% (4 turns) → Full Party 12.5% (4 turns))
Rank 2 Buffs are the new types of buffs - extended duration and enhanced magnitude.
Rank 1 Ailment Groups include spells with standard infliction rate and duration, and first tier ailments for those with multiple tiers of strength (ex: Poison, but not Venom)
Rank 2 Ailment Groups include spells with higher infliction rate, duration, as well as second tier ailments for those with multiple tiers of strength.  This also includes the Haunt, Curse, Condemn group.
Rank 1 Debuffs are the type you see in canon (Single 25% (4 turns) → Small Area 12.5% (4 turns))
Rank 2 Debuffs include the new types of debuff - extended duration and enhanced magnitude.


Healing spells are different from Recovery spells, and are independent of fundamental affinity - it matters not if you're a Crystal Specialist or a person who mixes Astral and Wind Spells, you always have healing as an option if you so desire.  Supports are not strictly tied to one element or another - there is a type of buff and debuff for every stat for every element.  Recovery spells are likely the same or similar in nature - an option for every element.  Ailment spells, though, do have some exclusivity.  Each ailment will be available for 2-3 elements, but not available to the others.  This is done based on precedent and logic, though specifics are not available at this time.

Item Classes are completely immune to the effects of Fundamental Affinity.  They do not follow the same rules as other classes, and are completely independent of the charts listed above - it is perfectly reasonable to find an Item Class that specializes in Greater Sol attack types, but Greater Luna support types.

This is but one of many future posts.  Feel free to comment on it if you wish, but don't just slam it.  If you have a different idea on how it's done, suggest it instead of just saying "that sucks".

Knight of Purgatory

First we should make custom icons but that's a given... :Sweat:
MOAR DARKNESS, MOAR COOKIES

Rolina

Well, this is less about a "we" and more about what you personally would like to do.  If you've got anything you really really wanna see, feel free to tell us.