Post by kablizzy on May 4, 2013 15:04:22 GMT -6
So, I've done some thinking around Squire. And it's an odd cookie to break into. If I had a concept or two to tie into Squire, it'd be an array of weapons specialties, along with brave-based abilities, and perhaps a focus on Items. Physical party support is also a cool concept to fiddle with, giving weird bonuses and buffs that no other class would have access to.
I ripped into a lot of old development, and I'm gonna pull some stuff out of my ass here - most will be bad. But instead of nullifying, give suggestions to make it work.
I had also pondered giving Squire access to some Limit Breaks, only usable while at Critical. Or all the time. Whatev.
I've also borrowed some abilities from Chemist here, and from a couple other classes in the original, wayback HoI drafts.
There are also a couple cool ideas - Give Squire something conceptually similar to Edgar's Tools (AutoCrossbow, Noiseblaster, Bio Blaster, Drill, Flash, Chainsaw, etc.), except have it be weapons-based. It'd be cool to see Squire as a jack-of-all-trades type, using a sword and shield and bow and spear and flail and bag for different situations, and give him skills to match. Since he can Equip Change for free, it'd be neat to have a class that can fill some of these roles easily by flipping out a sword for a bow and attacking in that same turn with it.
I ripped into a lot of old development, and I'm gonna pull some stuff out of my ass here - most will be bad. But instead of nullifying, give suggestions to make it work.
I had also pondered giving Squire access to some Limit Breaks, only usable while at Critical. Or all the time. Whatev.
I've also borrowed some abilities from Chemist here, and from a couple other classes in the original, wayback HoI drafts.
There are also a couple cool ideas - Give Squire something conceptually similar to Edgar's Tools (AutoCrossbow, Noiseblaster, Bio Blaster, Drill, Flash, Chainsaw, etc.), except have it be weapons-based. It'd be cool to see Squire as a jack-of-all-trades type, using a sword and shield and bow and spear and flail and bag for different situations, and give him skills to match. Since he can Equip Change for free, it'd be neat to have a class that can fill some of these roles easily by flipping out a sword for a bow and attacking in that same turn with it.
Equip Change - This or Well-Prepared could be the 0-cost skill, active ability.
Well Prepared (inherent, unlearnable class feature. Allows the Squire to swap an equipped item for an item from their inventory once per initiative as a free action. Allows Squires to transform unequipped items in their possession into other items of equal or lesser Gil value.)
Gather Strength - Raised Chance for Crit
Accumulate - +1 PA
Focus - +1 MA
Dash / Rush - Damage and Knockback
Throw Stone / Stone - (ranged damage, low knockback%)
Heal / Salve - (heals self or adjacent target of minor status effects)
Yell / Tailwind - (adds +1 Speed to user; Agreed that this should likely be Squire-only, or at least only be active on one person at a time)
First Aid - Heals an adjacent wounded ally. (Currently Knight Skill)
Wish / Chant / First Aid - (heals adjacent target of X damage, deals X/2 damage to user OR in terms of First Aid, heals a small portion of HP)
Cheer Up / Steel - +Brave
Riot Blade - Terra's Limit Break from FF6. Deals magic damage to a single target there.
Fury Brand - In FF7, one of Aeris' limit breaks. What it does there is fill two ally limit break bars to max. I like the concept of this for Squire, perhaps giving an ally a 100% chance to proc their reaction ability the following turn or something similar?
Standard Bearer - Squires traditionally carried flags for their Knights, so perhaps an ability that gives +Brave to folks in-range?
Greased Lightning - Nullifies enemy Reaction abilities.
Swordslap - damage and chance to stun
Reaction
Takedown - Shadow's counter from FF6. It ignored enemy P-EV, basically.
Auto-Potion
Counter Tackle
Weapon Guard
Clear Tranquil - Reaction ability. Chance to automatically purge status ailments when they're applied.
Equilibrium - Brave% chance to turn to face a side or back attack
Critical: Haste
Perfect Practice - If you miss an attack, make another attempt at 80% strength.
Support
Throw Item - Nice, simple support ability borrowed from Chemist.
W-Item - Another borrowed from Chemist.
Expanded Backpack / Expanded Arsenal
Adventurer - Loot bonus for the party?
Gained JP-Up
Maintenance - Probably unnecessary, except if we include Shellbust Stab and the like - cool ability to equip vs. some of the crazier NPC classes. Then again, it's probably not the best idea to include those in the game anyway, except when players get up to that level and could potentially compete.
Equip Axes - Expand Equip options here? Perhaps multiple Equip ____ abilities?
Versatiliy - Squires can equip all types of armor and helmets
Bypass ZoC - Would need a better name, but the concept is cool.
Weapon Lore / Item Lore - There was a dummied command in FF4: The After Years called 'Knowledge', which upped 'weapons knowledge'. Concept.
Luck UP - Increased something?
First Strike - Gets a free move during the first turn of combat
Movement
Move +1
Move-Find Item
Well Prepared (inherent, unlearnable class feature. Allows the Squire to swap an equipped item for an item from their inventory once per initiative as a free action. Allows Squires to transform unequipped items in their possession into other items of equal or lesser Gil value.)
Gather Strength - Raised Chance for Crit
Accumulate - +1 PA
Focus - +1 MA
Dash / Rush - Damage and Knockback
Throw Stone / Stone - (ranged damage, low knockback%)
Heal / Salve - (heals self or adjacent target of minor status effects)
Yell / Tailwind - (adds +1 Speed to user; Agreed that this should likely be Squire-only, or at least only be active on one person at a time)
First Aid - Heals an adjacent wounded ally. (Currently Knight Skill)
Wish / Chant / First Aid - (heals adjacent target of X damage, deals X/2 damage to user OR in terms of First Aid, heals a small portion of HP)
Cheer Up / Steel - +Brave
Riot Blade - Terra's Limit Break from FF6. Deals magic damage to a single target there.
Fury Brand - In FF7, one of Aeris' limit breaks. What it does there is fill two ally limit break bars to max. I like the concept of this for Squire, perhaps giving an ally a 100% chance to proc their reaction ability the following turn or something similar?
Standard Bearer - Squires traditionally carried flags for their Knights, so perhaps an ability that gives +Brave to folks in-range?
Greased Lightning - Nullifies enemy Reaction abilities.
Swordslap - damage and chance to stun
Reaction
Takedown - Shadow's counter from FF6. It ignored enemy P-EV, basically.
Auto-Potion
Counter Tackle
Weapon Guard
Clear Tranquil - Reaction ability. Chance to automatically purge status ailments when they're applied.
Equilibrium - Brave% chance to turn to face a side or back attack
Critical: Haste
Perfect Practice - If you miss an attack, make another attempt at 80% strength.
Support
Throw Item - Nice, simple support ability borrowed from Chemist.
W-Item - Another borrowed from Chemist.
Expanded Backpack / Expanded Arsenal
Adventurer - Loot bonus for the party?
Gained JP-Up
Maintenance - Probably unnecessary, except if we include Shellbust Stab and the like - cool ability to equip vs. some of the crazier NPC classes. Then again, it's probably not the best idea to include those in the game anyway, except when players get up to that level and could potentially compete.
Equip Axes - Expand Equip options here? Perhaps multiple Equip ____ abilities?
Versatiliy - Squires can equip all types of armor and helmets
Bypass ZoC - Would need a better name, but the concept is cool.
Weapon Lore / Item Lore - There was a dummied command in FF4: The After Years called 'Knowledge', which upped 'weapons knowledge'. Concept.
Luck UP - Increased something?
First Strike - Gets a free move during the first turn of combat
Movement
Move +1
Move-Find Item