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Materia Changes? Need insight.

I've been thinking about changing how Materia function in the game for a little while (ever since successfully getting Nethicite to offer level up bonuses to stats). I'm undecided on how to implement a new way for them to function (while keeping some remnants of how actual FF7 Materia functioned).

First off, how Materia currently function.
Materia can be equipped and unequipped at any time and simply boost a certain stat (or multiple stats) by a static amount (i.e. 5, 10, 15, etc.).

I had three ideas...

Idea #1: Keep Materia based on FF job classes, but change what they offer.
For example, a White Mage Materia would no longer offer a stat increase to Magic Defense, but instead let whoever equipped it to use Cure and Poisona White Magic spells. Each Materia based on a FF series job class would offer some bonus relevant to that job (Knight Materia would allow the wearer to equip Knight Swords when they previously could not).

Idea #2: Scrap the Job Class dependency and make Materia offer magic spells.
Instead of using Job Classes as the basis for Materia, they would simply be like normal Materia, offering magic spells while equipped, without the added burden of leveling the Materia up.

Example: Elemental Materia would grant Fire, Blizzard, Thunder, and Water. Elementra Materia would grant Fira, Blizzara, Thundara, and Watera. Elementga Materia would grant Firaga, Blizzaga, Thundaga and Waterga.

Idea #3: Make Materia function more like Augments from FFIV DS.
What I mean is adding Materia that add character Command Abilities to other characters, as well as stat boosts and magic spells based on the Materia.

Example: Steal Materia allows characters other than Cid to use Steal and increases Speed by 3%. Flare Materia allows characters other than Wedge to use Flare, etc.

I'm more partial to nixing stat boosts and allowing Materia to add magic to other characters, but the problem lies with magic-users like Wedge, Vicks, and Lyra, who can already use magic spells without the need for special equipment. I feel as though Materia would be wasted on them somewhat (i.e. any Materia that added Black Magic would be a complete waste on Wedge if he learned the spells already).

What do you think? I could always just scrap Materia altogether, since supplementing character stats is no longer an issue like it was when Materia were added to the project, way back. Let's call that Idea #4.

Posts

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I think it would be a good idea to mix Idea's 2 and 3. That way, magic based characters can learn new commands. (Plus I love having tons of abilities, personally.)
I prefer Idea #1: usable abilities and 'equipment allowance' with an addition of some mild stat boosts.
author=Arandomgamemaker
I think it would be a good idea to mix Idea's 2 and 3. That way, magic based characters can learn new commands. (Plus I love having tons of abilities, personally.)
I support this, lol but any system, as long as they provide bonuses is good, imo. :)
If you're going to have a full on job system, I don't think Materia would be compatible with it at all, unless it's in the form of passive stat boosts and things, but that's what accessories are for anyway. Too much to manage in too many areas.

I'm you're not having a job system and I'm misunderstanding, then your game is getting too hard to keep track of!

Edit: Also, BoFXP
author=Clyve
If you're going to have a full on job system, I don't think Materia would be compatible with it at all, unless it's in the form of passive stat boosts and things, but that's what accessories are for anyway. Too much to manage in too many areas.

I'm you're not having a job system and I'm misunderstanding, then your game is getting too hard to keep track of!

Edit: Also, BoFXP


It's not a job system. It's just giving bonuses to characters (whose job classes do not change) based on job classes seen in other Final Fantasy games. I agree that it may be a little much at this point, though.
you could use materia as a passive abilities system based on job classes, like:
chemist would grant alchemy(2x item potency)
summoner would grant half mp
or something like that :)
what about using idea #3 with a twist: materia would give lesser versions of say Steal (smaller chance to be successful) if used on other characters but buff up Steal (greater chance to work, damage, steal better stuff) if that materia would be used by Cid
author=YunaStar
you could use materia as a passive abilities system based on job classes, like:
chemist would grant alchemy(2x item potency)
summoner would grant half mp
or something like that :)


Also known as Relics.

author=Malevon
what about using idea #3 with a twist: materia would give lesser versions of say Steal (smaller chance to be successful) if used on other characters but buff up Steal (greater chance to work, damage, steal better stuff) if that materia would be used by Cid


Right now there's no way to change what a piece of equipment would do on a per actor basis.
Adon237
if i had an allowance, i would give it to rmn
1743
Idea 3, personally. I mean it makes much more sense. Really, it seems like you are mixing in too many things at once, and if you decided to do idea 3, it wouldn't be overwhelming.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Ideas 2 and 3 sound exactly the same to me! The only difference is that you used Fire as your example skill in one of them and Flare as your example skill in the other, right?

I don't think materia necessarily need to be levellable or provide stat boosts. Certainly not both. I don't think getting rid of materia is a great idea, since they do add an extra layer of customizaion to your party, and your skill choices would be pretty flat without that layer. They probably don't need to show up until the player's a good five hours into the game or so, though. Some time after they've gotten used to everything else.

(Changing characters isn't that different from changing jobs though. A party select system like you're using is sort of really just a job system where each job has its own experience points and you can't use two of the same job at once. And you sometimes get temporarily locked out of certain jobs because they were eaten by Leviathan.)
LockeZ, idea 2 would be magic only, whereas idea 3 would be magic and other skills like steal, equipping weapon types, etc.
Could have your class named materia be kind of like a weak starter set of basic abilities while more advanced skills/spells require the other kind which would sort of be a merge of all 3 I guess.

Or could boost the tier offered by a specific magic materia when their is overlap. Maybe even have some other not as obvious combined effects.
what about giving materia some small stat boosts and make them enchance one skill/spell, that way everyone can equip any materia but you get the best results if you equip materia on people who have the respective skill
ex: Steal Materia increases Speed by 3% and allows Cid to use Steal twice on the same target

or

only implement materia that works like the purple materia (elemental, all...) that way you will have only a fiew new elements so as to not confuse people with too much stuff but also make materia important on a tactical level
ex: Elemental Materia makes normal attacks deal elemental damage based of who uses it (Wedge deals fire damage)
author=Malevon
what about giving materia some small stat boosts and make them enchance one skill/spell, that way everyone can equip any materia but you get the best results if you equip materia on people who have the respective skill
ex: Steal Materia increases Speed by 3% and allows Cid to use Steal twice on the same target

or

only implement materia that works like the purple materia (elemental, all...) that way you will have only a fiew new elements so as to not confuse people with too much stuff but also make materia important on a tactical level
ex: Elemental Materia makes normal attacks deal elemental damage based of who uses it (Wedge deals fire damage)


There is no way to change what a piece of equipment does on a per actor basis without another script, and I'm avoiding adding any more complex scripts at this point. There's no need for it.

I think I've set it up the way I want, anyway. There are 33 pieces of Materia to equip, split into two groups. The first group offer magic spells (either White, Black or Red) and the second group allows the wearer to equip weapon types that they previously couldn't.
Here's the list of Materia and what spells or effects they offer once equipped. As you can see, some of the stronger magic (i.e. Flare, Holy, Ultima, Resist, etc.) is still exclusive to the magic-user characters like Wedge, Vicks and Lyra.

01. Restore        : Cast Cure, Poisona
02. Restore 2 : Cast Cura, Esuna
03. Restore 3 : Cast Curaga, Regen
04. Revive : Cast Raise
05. Revive 2 : Cast Arise
06. Wall : Cast Protect, Shell
07. Enhance : Cast Float, Vanish, Berserk
08. Mirror : Cast Reflect
09. Element : Cast Fire, Blizzard, Thunder, Water
10. Element 2 : Cast Fira, Blizzara, Thundara, Watera
11. Element 3 : Cast Firaga, Blizzaga, Thundaga, Waterga
12. Toxic : Cast Poison
13. Toxic 2 : Cast Bio, Virus
14. Distortion : Cast Demi, Shatter
15. Catastrophe : Cast Quake, Meltdown, Tornado
16. Restrict : Cast Blind, Silence, Confuse
17. Time : Cast Slow, Stop
18. Mystic : Cast Exploit, Pain, Addle
19. Transform : Cast Zombie, Imp, Mini
20. Support : Cast Bubble, Valor
21. Warrior : Equip Swords
22. Knight : Equip Knight Swords
23. Dark Knight : Equip Katanas
24. Dragoon : Equip Lances
25. Sage : Equip Staves
26. Sorcerer : Equip Rods
27. Monk : Equip Claws
28. Gunner : Equip Guns
29. Ranger : Equip Bows
30. Gambler : Equip Darts
31. Thief : Equip Daggers
32. Berserker : Equip Hammers
33. Onion Knight : Equip Swords, Knight Swords, Daggers, Bows, Lances

Didn't put a ton of thought into the names for Materia that offer magic, so those will probably go through some small changes. Heh.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Man. If there's one way to make magic elements even less interesting than they were in FF7, it's to make sure the player always has perfectly equal access to all of them. Though I guess it removes the guesswork/strategy-guiding/die-once-then-retry factor from picking which spells to take into battle, which is good.

Also... last time I checked, at least some of your materia was equipped inside your weapon. How can it then allow you to wield a different weapon? After equipping the new weapon, you wouldn't be equipped with the materia any more. Therefore, I assume you're using some different method of granting materia slots than FF7 did? Or do these materia just have to be worn in your armor to work?
They have their own slot, one per character.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh, if it's only one slot per character then most of my concerns just vanished into thin air. And got replaced by concerns about how some of these are extremely useless compared to others. White magic >>>>> black magic > all. Status effects are such a terrible choice. The equipment ones are bad too - 10 more attack power is such a trivial improvement compared to having a second healer or a second buffer, and 95% of the time its only effect is to save you from buying a new weapon.

Consider less traditional configurations instead, maybe? Where each materia has multiple roles? The choices would be less obviously right/wrong for the player, and more about comparing pros/cons. And you wouldn't be as penalized for bringing the "wrong" type of spell because you'd also be bringing several other types, but it would still allow the player to customize their characters with specific spells they wanted. Though you may need to name them, uh, magicite instead of materia or something?


01. Rubicante : Cast Fire, Cure, Berserk, Pain, Equip Staves
02. Cagnazzo : Cast Shell, Regen, Ice, Imp, Equip Hammers
03. Barbarissa : Cast Lightning, Blind, Esuna, Float, Equip Bows
04. Scarmiglione : Cast Poison, Zombie, Raise, Slow, Equip Claws


Something like that. Just a random idea!
Adon237
if i had an allowance, i would give it to rmn
1743
Actually, LockeZ magicite idea sounds very interesting, and I would love to see that implemented in this game, instead of the already used Materia. I know you are aiming to replicate, but...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Magicite is from Final Fantasy 6, not exactly an original idea. Unlike materia, the spells taught by a single piece of magicite weren't necessarily related to each-other in terms of what they did, you would get magicite that taught two lightning spells, one cure spell and a status effect. Which is what made me think of using that name if you went that path. Plus, magicite was the crystallized remains of mythical creatures, so it gives you an excuse to name-drop more FF characters.
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