WHY DOES DYING HAVE TO SUCK?

Posts

The trick is life doesn't work when weapons actually break the skin. If she was clonked upside the head Cloud would be able to pop some down on her and not have to dunk her in the pool with the sharpest drop in the world.

I am still sciencing sprites but I imagine ignoring HP/MP limits tends to have dire consequences.

*edit*
Fallen Griever: Sorry, forgot to quote Max's post
post=135438
The trick is life doesn't work when weapons actually break the skin. If she was clonked upside the head Cloud would be able to pop some down on her and not have to dunk her in the pool with the sharpest drop in the world.t


What if she died of poison?
post=135435
Why didn't they just cast Life on Aerith again?


Life doesn't raise the dead in most JRPGs.
Rowan
What if she died of poison?


what kind of pussy dies from poison?

(I'd suspect the other party members are pretending to revive said dead ally except they don't want no wimps who keelhauled over from slowly dropping HP values)
Dudesoft
always a dudesoft, never a soft dude.
6309
You can cast Life on Aeris in ff7 when she dies, except you have to have her in your party when she battles sephiroth, and she is neever in your party then so you cant cast raise. only people in your battle group can be affected by cure magics... so cloud was sad he couldnt use PHS in a dungeon real quick. there was no reception. except for 1 bar. and he couldnt call aeriss in time. :(
Max McGee
with sorrow down past the fence
9159
post=135433
Max: I hope characters don't have a time investment or you're just wasting yours

*edit*
For Max, sorry FG

Generic units are by their nature temporary and not central to the plot but that doesn't mean you can't invest tons of time into building them up. And the fact that you can invest tons of time into building them up doesn't mean that they can't die permanently. FFT does this exactly the same way that To Arms! will. Of course most times a generic unit I'd had since the start of the game had actually died in FFT I immediately restarted so...yeah. I don't know. It's up to you the player if it's an alternate game-over or you can afford to lose that character, which (also like in FFT) will probably depend how hard the fight was and how little you wish to chance repeating it. I'm still thinking about this entire issue and have not evented or scripted anything yet.

That said I don't think I'll include this feature in the first episode. I'm still thinking about it and since in Episode One you only get access to four generics and no chance to restock them as opposed to having up to ten generics and numerous restock opportunities in later episodes, it would be kind of unfair.

I like the idea of it though, I mean...soldiers die in war all the time and get replaced by reinforcements. To Arms! is a war game.
Every time I play FFT I never let one of my generics die.

I'm overdue for a FFT playthrough, come to think of it.
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=135470
To Arms! is a war game.


This will probably make To Arms a "whoops gotta load my save" game. Look at any FE player.
Max McGee
with sorrow down past the fence
9159
Yeah like I said I'm still considering it.

If the sole effect would be to just make the game harder (or worse, more frustrating) then I don't want to do it. But I'm still kind of in the camp that it would give the game the correct feel.
LouisCyphre
can't make a bad game if you don't finish any games
4523
"Engineer B has been mortally wounded and must return to camp for treatment."
Max McGee
with sorrow down past the fence
9159
That's an interesting idea and perhaps further entries should integrate a camp for this purpose. Or perhaps I could simply have them return to the staging area and hence be sidelined for the rest of the episode but not permanently lost.

Doesn't have quite the right FEEL to it (I like the idea of it being an anyone can die universe) though.

Is this even related to the topic at hand, btw, or am I side-tracking this thread?

P.S. Generic units have names now. Randomly generated ( a la FFT) and more-or-less period appropriate. : )
Max McGee
with sorrow down past the fence
9159
Fortunately I hand-evented the random generator so as to avoid the ridiculousness inherent in large-scale random generation. Also there are only given names, no surnames (so no McStrongGroins : ( ).

Of course due to the extreme tedium of the system I didn't add that many names...so the only funny thing that can happen is getting a party where everyone is named Hobb or something by random chance,.
The problem with FFT is when anybody that received any amount of time investment dies it is infinitely quicker to just reload your last save since all the time spent building that character up just went up in smoke. Anecdotal evidence: Every person I know, if they lost any character in FFT, would just reload to avoid the time sink of retraining another character. This isn't the FE OCD of having every character survive, this is 'I could redo this fight and burn 15 minutes' or 'I could retrain this guy and burn an hour of grinding'. FFT might as well game over if you have any characters die.
Max McGee
with sorrow down past the fence
9159
-EDIT-

Okay, here goes:

Once, when a high level generic unit of mine died I let her die even though I loved her because:

a) The battle was really hard and I didn't want to redo it. She died valiantly, not in vain.
b) She died! It happened it! Who am I to retcon that fact just because I don't like it. She died!
c) I wanted to try a new/different build.

But...that's once ever in...a LOT of playthroughs of FFT. So I see your point.
post=135494
Fortunately I hand-evented the random generator so as to avoid the ridiculousness inherent in large-scale random generation. Also there are only given names, no surnames (so no McStrongGroins : ( ).

Of course due to the extreme tedium of the system I didn't add that many names...so the only funny thing that can happen is getting a party where everyone is named Hobb or something by random chance,.

What you should have done was use the Ruby file I/O to read from text files in the directory to generate names. That way you could easily expand it AND people could modify it to make their own.
post=135510
post=135494
Fortunately I hand-evented the random generator so as to avoid the ridiculousness inherent in large-scale random generation. Also there are only given names, no surnames (so no McStrongGroins : ( ).

Of course due to the extreme tedium of the system I didn't add that many names...so the only funny thing that can happen is getting a party where everyone is named Hobb or something by random chance,.
What you should have done was use the Ruby file I/O to read from text files in the directory to generate names. That way you could easily expand it AND people could modify it to make their own.


I was about to ask whether or not Ruby could do this. Max, this would be a much more efficient way of doing things. And you could have practically no limit to the number of names that could be generated.
Max McGee
with sorrow down past the fence
9159
Jesus Christ I do things with EVENTS okay. : (

What you should have done was use the Ruby file I/O to read from text files in the directory to generate names. That way you could easily expand it AND people could modify it to make their own.


Considering that the latter is something I actively DO NOT WANT I feel less bad about not doing this.