5 Risky Mechanics Fire Emblem Should Try

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  • Опубликовано: 30 сен 2024

Комментарии • 386

  • @Mangs1337
    @Mangs1337  4 месяца назад +44

    What mechanics would you like to see?

    • @Flashboy284
      @Flashboy284 4 месяца назад +9

      I think it would be cool to have playable generics that if trained enough gain a randomly assigned name and portrait from a pre made list, maybe even a personal skill. Would be an interesting way to build attachments to specific units.

    • @fe7general837
      @fe7general837 4 месяца назад +3

      Skill checks, imagine there being effects like a hard to get to area of the map that requires you to have enough speed to reach it, or flanking routes that can be cut off if a character with a high enough strength total moves a bouler into place during defense maps
      Tbh andaron saga's betting and fishing minigames are effectively what Im talking about

    • @Prodawg
      @Prodawg 4 месяца назад

      Stances, fates kinda had it but it was not exactly fleshed out, but a bunch of positions your units could be in that provides buffs to a certain stat.

    • @TheBt123a
      @TheBt123a 4 месяца назад +3

      Skill and stat checks for optional mission pathing throughout the story would be awesome. A rework of the Laguz mechanics would be fun as well. Perhaps the most entertaining tho would be a second campaign playing as the evil faction unlocked after beating the regular campaign. Imagine playing Ashnards rise to greatness in Tellius with the Riders of Daein or something to that effect. Fire emblem never embraced its evil campaigns yet. Perhaps it’s time to really switch up the series. Unlikely but fascinating

    • @fernandmathieusontohartono5972
      @fernandmathieusontohartono5972 4 месяца назад +2

      Base management and custom map editors.
      Like if you can build:
      Forestry for Wood income
      Mines for Stone income
      Farms for Food supply that raises the capacity of the amount of civilians/units your base/country & dispatches can sustain,
      These civilians can then be promoted to base classes in several buildings:
      -Town Centers for Workers/Builders & Breeders
      -Barracks for Soldiers; Fighters, Mercenaries & Archers
      -Churches for Monks & Clerics; Universities for Mages & Priests; Theaters for Shamans & Diva's and each contain upgrades for Weapons in Shops.
      -Courtrooms for Merchants (Convoys), Tacticians (Combat Arts) & Strategists (Skills & Passives).
      -Forums for Dancer's and Thieves.
      -Blacksmith enables Upgrades for weapons in the Armory & unlocks an item that can make any unit Armored.
      -Stable enables upgrades to Dispatches and Caravans/Trade Routes and unlocks one item that can make any unit Cavalry additional and another item that can make units Flying instead
      -Arena contains upgrades to raise the starting level and growth rates of your promoted civilians.
      Promotion Items can be used to promote base classes to advanced classes and/or acquire new weapon skills.
      You can send parties of units across the worldchart via dispatches to complete random missions that yield income and experience.
      Conquered worldchart-tiles become part of your buildable area, until raided by enemies.
      Unconquered worldchart-tiles are in fog of war and can hold events, combat missions or puzzles and challenges.
      Additionally the main menu has access to Design Room for teams and maps. \(^w^)

  • @paladinslash4721
    @paladinslash4721 4 месяца назад +209

    While I think attacks of opportunity would be a good idea, I don’t think cavs and fliers need another buff.

    • @karsten69
      @karsten69 4 месяца назад +24

      Give archers increased Attacks of Opportunity range against fliers.

    • @Muledragon
      @Muledragon 4 месяца назад +18

      Maybe cavs are especially vulnerable to opportunity attacks from spears? Give a particular effect to Soldier class perhaps?

    • @scottserage9022
      @scottserage9022 4 месяца назад +17

      Yeah, give archers opportunity attacks as flying units enter their range. Significantly would weaken flyers as they wouldn’t be able to dive wherever they want to and it would buff archers. Could configure this so that it is specifically archers/snipers that have this effect so that they become more relevant and distinguished from other bow users.

    • @loserlw337
      @loserlw337 4 месяца назад +4

      100% agree, if this would ever be a thing, maybe the rogue-esque classes should have better avoidance against those attacks, or maybe weaker and lighter horse units like rangers, but it makes no sense for a paladin to have it, for example

    • @Dru_Stephan
      @Dru_Stephan 4 месяца назад +1

      The problem I have with it is that enemies shouldn't be able to hit you when it's not their turn.

  • @tiarabite
    @tiarabite 4 месяца назад +1

    One feature that I'd like to see is for enemies you face to use specialized tactics which would be reflected in a change in AI. Such as them going out of their way to form walls or trying to lure you in with a unit before moving in, or having a scout unit(s) you have to defeat in time or else the rest of their stronger units will mobilize if that unit makes it back, or trying to set up a pincer attack. This could be done to reflect the personality of the enemy commander(like also for example you face someone who really hates mages so the enemies in that map target mages more) and/or what the overall or perceived advantageous tactic would be for the enemy(like it would make no sense for an escape chapter to be one where the enemy only targets you if you are in their range).
    I think it'd also help to shake up the overall gameplay, making each chapter unique and requiring you to use your intuition more with the dialogue or story or just plain trial and error to figure out the enemy's game plan.

  • @unknownspeaker4815
    @unknownspeaker4815 4 месяца назад +3

    I think having events actually impact units in combat would be a nice change. Like Faye from Shadows of Valencia, she gets a hit penalty when in range of Alm, but imagine that but if Alm had a higher support with another female unit, Faye would get a huge crit boost because "He's talking to other girls!" or if he dies (I know he's a main character, but imagine it wasn't Alm and just a random unit) Faye would get a huge penalty for avoidance and strength/defence because she's in grief and "life isn't worth it" and you'd get a base dialogue (like the tellius games) where this Faye character would be working through her grief, and depending on the supports, she could get over it quicker or slower (no supports means it lasts for ages, a lot of supports she gets over the penalties in a map or two). That could allow for more chances for characters to show their personality rather than them just telling us:
    The Jagen sees the MC alone? Loses accuracy because they are focused on their ward, who might be in danger. Next to them, the Jagen gets the provoke skill because they're meant to defend the MC.
    A cowardly character is left alone with enemies in sight? They get extra movement to run away and a buff to avoid. When around allies they get the shade skill (that actually works lol).

  • @royalhistorian5109
    @royalhistorian5109 4 месяца назад

    3:48 Berwick Saga already has a system but only for bow/crossbow users...alongside one other that is quite spoiler-heavy so yea.

  • @bluntlyhonest6803
    @bluntlyhonest6803 4 месяца назад

    I'd be really into the resolve mechanic. i've played Darkest dungeon 1 and 2 to death, and its always an underlying thing to remember, no matter how good it's going, everything can turn around in an instant due to an unlucky hit that causes a unit to break mentally.
    As for the RNG element, i dont think it'd be that big a deal. Its fire emblem after all, RNG is already a HUUUGE part of its identity. And berserk and sleep staves have been around forever so losing control of a character is not something we're not used to.
    They could even cushion it a little so it's maybe just for one or two turn they run away instead of 5 turns of lost control like the staves do.
    A dancer could also have the unique quirk of stopping the resolve break early by dancing for the affliced character.

  • @mmmnah7684
    @mmmnah7684 Месяц назад

    2:21, so the dancers are emotional support for resolvers, and the staffs are practically medication to your army

  • @brutalnobody5240
    @brutalnobody5240 4 месяца назад +145

    an day and night cycle would work best in an fe4 style game where every map is an whole campaign

    • @lsrrr3857
      @lsrrr3857 4 месяца назад +8

      They should also add seasons, and have certain deer riding enemies changing their look whenever there is a change in season

    • @chechilcheeser
      @chechilcheeser 4 месяца назад

      ​sounds like Advance Wars

    • @andregon4366
      @andregon4366 4 месяца назад

      That makes sense.
      Usually field battles didn't take very long.

    • @nonamepasserbya6658
      @nonamepasserbya6658 4 месяца назад

      Instead of day/night cycles, just make day/night/indoor maps work like weather. Fire is weaker in a Blizzard, Ice is weaker during the day

  • @prrrromotiongiven1075
    @prrrromotiongiven1075 4 месяца назад +55

    Supports give unique abilities. Mia and Rhys in Path of Radiance always makes me think of this. Mia basically forces Rhys to take up swordsmanship in the support. Imagine if, as a special reward at the end, Rhys earned E rank Swords. Practically, useless, due to his very low STR, but extremely cool integration between gameplay and support convos. Could be used to balance characters - imagine an Est-like unit whose training is further incentivised by the fact that they give excellent new abilities via their supports, making them literally a support unit. A Jagen's support bonus might be a flat increase to the other unit's stat, emphasising the Jagen passing on their knowledge to the next generation before falling off (if they ever do). The possibilities with these unique support bonuses are endless.

    • @Artemas_16
      @Artemas_16 4 месяца назад +7

      Andaron saga did it very good, giving skills for support progression or even giving special class, like mage sniper.

    • @Aeivious
      @Aeivious 4 месяца назад +4

      Ive always wanted to have a trainee unit who is built by their supports. They come with low bases and bad stats, but throughout their supports they gain stat boosts weapon access and growth rates. So basically a build your own unit.

    • @toumabyakuya
      @toumabyakuya 4 месяца назад

      Super Robot Wars also has this gimmick, the difference being that it grants you access to entirely new combo attacks. That might be cool to see in FE.

  • @DisplayThisOkay
    @DisplayThisOkay 4 месяца назад +56

    Armor Knight should straight be able to stop adjacent units from moving past them. I remember a SRPG called Rondo of Sword that flat out gave Armors a a passive that turned them into mobile choke points.

    • @fangiscool1
      @fangiscool1 4 месяца назад +9

      Also true for knights in tactics ogre

    • @zeroakira584
      @zeroakira584 4 месяца назад +3

      If I remember correctly in some game, armored knights also acts as shield for units stand behind them, which reduces range damages from all sources. They can also push charging enermies back by 1 square if equipped with either lance or spear.

    • @avaliantsoul5408
      @avaliantsoul5408 4 месяца назад +3

      FEH has skills that do essentially that, though split between 1-range and 2-range units. Frankly, while FEH is a decently fun mobile game, I'd rather not see the mainline games take too much from it, but there is some good stuff in there. Especially for armored units.

    • @DisplayThisOkay
      @DisplayThisOkay 4 месяца назад

      @@fangiscool1 You must be talking about the remake. I never got far enough in that to see any real skills or abilities.

    • @apprenticeb8r8r93
      @apprenticeb8r8r93 4 месяца назад

      Love rondo of swords

  • @JackFrostDoll
    @JackFrostDoll 4 месяца назад +59

    The Shadow Hearts franchise has a resolve mechanic. In the second game there is this wolf fighting tournament and I lost control of Blanca (my wolf) because I didn't understand the mechanic back then. Blanca then decided to pee ON the enemy, dealing one point of damage and winning the fight.

    • @IDESTROYER236
      @IDESTROYER236 4 месяца назад +8

      Power of Piss.

    • @fangiscool1
      @fangiscool1 4 месяца назад +4

      Was thinking this. The insanity mechanic

    • @SteamWolf320
      @SteamWolf320 4 месяца назад +1

      I had a dream where I peed on a shark, so it’s not that weird.

    • @ShadowWolfRising
      @ShadowWolfRising 4 месяца назад +2

      Domain Expansion: Power of Piss.

    • @shady_silhoutte
      @shady_silhoutte 3 месяца назад

      SUPER LAZER PISS

  • @haveyoutakenyourjoymygoods943
    @haveyoutakenyourjoymygoods943 4 месяца назад +47

    Might has well give my opinion:
    - For the resolve mechanics. I will just Say that i'm ok with it ONLY IF the enemy also got a resolve meter, if not then it's just too punishing for the player.
    - flanking: yeah, sure, could be cool.
    - Attack of opportunity: huh, hell yeah, I love A.O.O's type, , first loved it in The Dungeon of Naheulbeuk, The amulet of Chaos, and will probably love it here (again, better if everyone, unit and enemy has it). And your version of it is actually so good.
    - Second waves: hell yeah, Can be 100% fun and finally give the fe games true replayability.
    - Day / night. Unicorn Overlord day/night then? Hahaha. but yeah, could be fun, tho it Can also be a tiny bit too much? and a bit tiresome if you have to spam turns just to finally get to morning / dawn.
    Personnel Idea :
    - Mercenary recruitement: The Idea is, during the prep Time, you could buy green units to fight for you for the next chapter only.
    a second Idea could be to be able to buy ennemies into giving up, kinda like capture, but with money, could be useful in a pinch against a tricky Enemy.
    - second and last: Sabotage.
    Think about it: with X or y amount of money, you Can disable spawning ennemies, or have a hole in a wall, or have some units betraying the ennemies and turning green. But you Can also get that. Have a unit Frozen for the whole chapter, have a weakening curse. So, finally use your money for more than just weapons and heal.

    • @phantom1053
      @phantom1053 4 месяца назад +6

      Okay, I really liked that Sabotage idea at the end, especially since you had a few options for that in Fire Emblem Warriors: Three Hopes.
      Maybe along with using money, you can also use your benched units to carry out these potential side objectives, maybe improving their effects depending on the units' support levels.

    • @Balex115
      @Balex115 4 месяца назад +3

      Berwick saga had a really cool mercenary system, you rented units for a few weeks (and eventually you would permanently recruit them). So it was a little bit of a money management game between renting a strong unit, a unit that's cheaper that could be stronger in the long term, or spending it on gear or other stuff.

    • @zeroakira584
      @zeroakira584 4 месяца назад +1

      Cool idea on the mercenary system: Symphony of War also did this to some degree with cheap ones having bad stats at first but can level up and class up the same as your main cast does, which required long investment. On the other hand there are special ones which are more expensive, cost more to deploy in formation but have huge stats, unique skills or being the class that you cannot normally get without using a rare class changing item.
      Also in certain map, the local mercenary force will contact you first and ask you if you want to hire them. Some just become controllable for that stage only while other will permanently join you if you fulfill certain conditions during your playthrough of the stage (ex: saving a village even though you have little resources, not giving up during a siege...).
      These are mine ideas on how to expand the mercenary system further. Thanks for reading.

  • @HanakkoLove
    @HanakkoLove 4 месяца назад +79

    I'd love to see characters gain or lose stats temporarily if someone they loved dies, depending on their personality.
    Like a headstrong character would gain massive buffs if their loved ones die, but later they have big penalties as they're dealing with grief. Meanwhile, more somber characters would get penalized if someone they love dies, but recover from the sadness faster.

    • @raho500
      @raho500 4 месяца назад +5

      Nah this is not a dating game.

    • @ChillstoneBlakeBlast
      @ChillstoneBlakeBlast 4 месяца назад +15

      You Mean Biorhythm done right?

    • @mobgabriel1767
      @mobgabriel1767 4 месяца назад +10

      ​@@raho500suports:am i a joke to you?

    • @freetoplayking7362
      @freetoplayking7362 4 месяца назад +6

      I mean... Tear ring saga gives you an option to do something like that (you have a unit that refused to kill but cares about one sucky unit, get that unit killed, they're now okay with killing the enemies)
      I would like that to happen like that a bit more than stat changes, but if it would make everyone's lives harder in ironmans, I support it

    • @raho500
      @raho500 4 месяца назад +2

      @@mobgabriel1767 Yeah unfort I'm no Awakening Baby...

  • @jeremygardner3183
    @jeremygardner3183 4 месяца назад +32

    Fire emblem: Fates already did “flanking” with dual attacks. You just couldn’t do it if you were paired.
    Engage did the same thing with backup units.

    • @popers1328
      @popers1328 4 месяца назад +3

      I suppose you could also count Link attacks from Three Houses. Although it's worth noting that Fates dual strikes aren't really flanking because you Activate them by being adjacent to your ally when making an attack while Link attacks and Backup strikes Activate when an enemy is in your ally's attack range.

    • @k-d969
      @k-d969 4 месяца назад +5

      Halberdiers in Engage class skill is also just flanking

    • @tbc1880
      @tbc1880 4 месяца назад

      This plus 3 houses. Disgaea also has the positional buffs vs enemies but idk if fire emblem needs that. Like fe it feels more like the logic is X unit is fighting in the area of the unit is in but not actually so close to the next time that back strikes would be a real thing.
      However skills that enable that kinda play say for assasin classes or prevent it would be nice. Tbh if feh has better movement that could be a thing given we have skills to stop stuff like pass. Maybe formations and such could be given to nearby allies by a special class or given to armor knights to make them bunkering down not only better but a boon to units not set in stone at that role.

    • @entl8319
      @entl8319 4 месяца назад +1

      @@popers1328 Yes, when I watched 'flanking', 3H immediately came to my mind. They already did it, but Mangs failed to mention.

  • @SKaede
    @SKaede 4 месяца назад +32

    One recent feature i really love was the stamina system in Unicorn Overlord. It prevent players abuse their 1 man army characters make everyone have a room to shine and also pose a great puzzle for each stage where you have to think of a plan to send which squads to each direction, who pressing foward and who stay and rest.

    • @pedroribeirodesousa9152
      @pedroribeirodesousa9152 4 месяца назад +4

      thraccia does thar

    • @harm991
      @harm991 4 месяца назад +1

      Stamina makes sense and doesn't make the game too complicated.
      (as it already is pretty complicated)

    • @the42ndgecko21
      @the42ndgecko21 4 месяца назад +4

      Honestly, I'd say Unicorn Overlord is the perfect example of how NOT to do it, even worse than Thracia. Once you understand how the game works (took me about 2-3 hours), you realize that the most effective way to beat the game is to create a doomstack and spam stamina recovery items on them and solo the game with them. There's like, two maps in the entire game that actually need more than one combat stack.

    • @SKaede
      @SKaede 4 месяца назад +4

      @@the42ndgecko21 point taken, the system is by no mean perfect. However i don't see why you going out of your way to abuse that one trick to make the game less fun yourself makes it a bad system.

    • @the42ndgecko21
      @the42ndgecko21 4 месяца назад

      @@SKaede The problem is that the system meant to tell you "use lots of teams and avoid sinking all your resources into a single unit" actually incentivizes you to use less teams and sink all your resources into a single unit. If you build three average teams, and have to use each of them once to defeat an enemy team, maybe one attack with a support, followed by a finishing attack, that's three times as much stamina spent as making a single death unit that wins every combat in one go, only spending one stamina.
      You might think, "well, I start with 3 times as much stamina too, so it breaks even", but many of the things that restore stamina in this game are single target, such as the towns and locations that restore 2 on taking them. It's 3x easier to restore stamina on a single deathstack, rather than a well balanced flexible team of three.
      If a system meant to incentivize a certain kind of behavior you want " It prevent players abuse their 1 man army characters" actually achieves the exact opposite, that's not good, and needs serious changes before it works as intended.

  • @SpookSkellington
    @SpookSkellington 4 месяца назад +46

    Losing stats the lower your hp gets would be another one that makes sense.
    If you get hit in the face by an axe, you're probably not going to be operating at peak efficiency

    • @IDESTROYER236
      @IDESTROYER236 4 месяца назад +7

      Cut-in to that one Hector comic, "No Damage".

    • @xBox360BENUTZER
      @xBox360BENUTZER 4 месяца назад +6

      Wouldn't work, same with Attacks of Opportunity unless they heavily change other game mechanics. Your Strong units will just end up even stronger and change the game even more into one or few units steamroll through the game.

    • @Artemas_16
      @Artemas_16 4 месяца назад

      ​@@xBox360BENUTZERWhat if stat decrease is in geometrical progression? So weak-ass archer would get only 1 str down even close to death while your capped damage dealer would get stregth halved at 1/3 of HP?

    • @danielgomes8745
      @danielgomes8745 4 месяца назад +4

      Pleaso no, Berwick Saga did that and it traumatized me

    • @lpfan4491
      @lpfan4491 4 месяца назад +2

      Advance Wars:"Hello there".
      Tbh, for a gameseries like Fire Emblem, it argubly makes more sense to invert it like how the Fangame FE7X handled Uther. The unit gets stronger with damage because they are now in trouble and fight with everything they have left.

  • @oof5992
    @oof5992 4 месяца назад +32

    The best new risky mechanic they should do is easily the play Rev button. Anytime you hit it, it boots up a copy of Revelations, the risky part is crashing the entire world as everyone will not need anything else besides Rev for the rest of their life.

    • @Mangs1337
      @Mangs1337  4 месяца назад +14

    • @Paterino
      @Paterino 4 месяца назад +5

      Agreed, that would make Fire Emblem peak again!

    • @auraguard0212
      @auraguard0212 4 месяца назад +2

      The what? XD

  • @matthewdeleon382
    @matthewdeleon382 4 месяца назад +17

    The ability to deploy everyone you have, or a story explanation why you can't.

    • @Arkenald
      @Arkenald 4 месяца назад +7

      The general idea is that some games had was that they're fighting elsewhere in the battle. Though it might be nice if that were the case, that non deploted units would get some sort of catch up EXP. One implantation of this was in Valkyria Chronicles 4, which separated EXP from individual units, and had it attached to a tech tree, so all units of the same class leveled up at a consistent speed.

    • @lawfulgoodnun1646
      @lawfulgoodnun1646 4 месяца назад

      You can already do that in sigurds game and echoes

    • @Doomsword0
      @Doomsword0 4 месяца назад +1

      Yeah honestly, a lot of these games some of the unit limits feel very low unnecessarily

  • @CyberDagger003
    @CyberDagger003 4 месяца назад +12

    I have a love-hate relationship with opportunity attacks. I hate them in D&D, where everyone gets them and melees turn into slogs where people stand next to each other and hit each other until one falls dead because under most circumstances the risk of retreating is just not worth it. I love them in Pathfinder, where it's a special skill that only the class most skilled with weapons gets by default and then only the more martially-inclined classes can choose to learn later on. Finding ut that the enemies you're fighting have it is a genuine "oh shot" moment that forces you to adapt your tactics on the spot and approach the fight differently.

  • @bropup
    @bropup 4 месяца назад +4

    Alternate title: "Ideas mangs wants to put in a hack but doesn't feel like figuring out how to program"

  • @darkberserker94
    @darkberserker94 4 месяца назад +19

    Some random thought that came to my head:
    Of course Mangs wants an "everything is a Devil axe mode" and I love it
    In regards to flanking and since you compared this mechanics to other games, there is a strategy game called Battle for Wesnoth where thieves have a skill "back attack" that basically means that if the thief is attacking from an opposite square of where an ally is already attacking, the thief does double damage.
    In regards of opportunity attacks, being able to move and attack on your turn and attack moving enemies on their turn could be a bit too much, so what if you could only trigger those if you used the "wait" comand? Defender classes like kinght/general could have a passive that they always trigger them even if they do another action like attacking or using items.
    Start thinking about all the mechanics for when the sequel of Andaron saga come out hahaha

    • @Artemas_16
      @Artemas_16 4 месяца назад

      In late D&D and in some games like DoS2 only first enemy will be attacked, second and later will move like always. Personally, I'd make opportunity attack deal small % damage (like follow-up in Engage), but stop enemy from moving further. So it's not reliable to kill, to very useful for protection. And give armor knights some benefits, like "3 times a turn" proc or ability to attack with javelins/hand axe, resulting in one guy closing 5 squares.

    • @furiouscorgi6614
      @furiouscorgi6614 4 месяца назад +1

      ​@Artemas_16, so something along the lines of P5T's Ambush, where if an enemy enters your range, you can get a free hit and end their turn?

  • @IDESTROYER236
    @IDESTROYER236 4 месяца назад +32

    Silly second wave incoming: "Nuh uh."
    Enemies downed have a set chance to respawn at 50% HP.

  • @shadowemblem.
    @shadowemblem. 4 месяца назад +5

    Hey mangs have you ever thought of doing a dnd campaign? There is a fire emblem dnd guide if you want it.

  • @lasselen9448
    @lasselen9448 4 месяца назад +12

    I imagine an improvement of the mounted units. As such: all mounted units have two movement modes, and can switch at the end of anymovement (like mounting/dismounting in 3H).
    Cavalry: by default, horses trot and are only marginally faster than foot soldiers, without the canto (move-attack-move) effect. They can swap to Charge mode, where they move much faster, but only in a straight line, deal a lot more damage with higher hit rate (only after moving at least n tiles), and can move again (but still in the same direction, so they must have killed if they fought). If they fail to kill after fighting, they revert to normal movement. Alternatively, make the charge an ability instead of a toggle (requires less planning but much easier to understand and implement).
    Flying: by default, they behave like normal-movement cavalry (described above) with no penalty against archers. Entering Fly mode makes them take a lot more damage from all sources (with maybe a further bonus for archers), ignore terrain, move faster, be untargetable in melee by non-flyers, but also pass-through by everything. They can also move again after fighting, in any direction, but only if they killed; in addition, if they fight a non-flying unit and do not kill, they are forced to land and revert to ground movement. This means flyers are more tactical, with a risk of being overwhelmed on the ground after a failed swoop or struck out of the air by archers, mages or other flyers with careless positioning, on top of being unable to hold locations while airborne (agi tanking with a Pegasus in FE, anyone?).
    Yeah, that got pretty complicated.

    • @zeroakira584
      @zeroakira584 4 месяца назад +2

      If this get implemented, then some units will also need things to counter the new charging, for example: Armored knight can huddle down in the way of the charging calvary, which not only shield the unit that is targeted by the calvary but also deal the recoil damage back to the attacker to some degree. This can be pushed even further with items such as spike armour, spike shield or a simply a spear.
      In case of pegasus, in their fly mode, archer can be given overwatch ability with reduced damage but increased accuracy, making the choice to fly or land the unit really matter.

    • @lasselen9448
      @lasselen9448 4 месяца назад

      @@zeroakira584 Indeed, this is by no means a small change and it wouldn't feel good if the whole combat ecosystem wasn't adjusted to interact with it! I think the general idea is that all unit types would have an action mechanic that makes them unique (archer overwatch, AK friendly guard...) instead of just having different weapons and stats (ultimately, movement distance, attack range and damage multipliers are just stats). Dancers and thieves sort of already have it, but even those could be expanded (different dances to choose from, backstab mechanic...).

    • @zeroakira584
      @zeroakira584 4 месяца назад +1

      @@lasselen9448 I see some people suggest that Thieves should have a Bride ability where the money from the convoy can be used to persquade some enermy's units to fight for you with the cost depends on the level, skills and class that units have. And the balance to be made is that special characters cannot be bribed (bosses, important NPCs, main cast's character,...)
      For dancer, I think giving them different dance to boost certain stats can be a nice addition. The trade up would be the boost stats dance cannot reactivate units and the boosts only last until enermy's next turn.

  • @_-Bane-_Main
    @_-Bane-_Main 4 месяца назад +7

    Unicorn Overlord has a day/night cycle I wish was far more important. It only significantly affects the bestrals, which is a shame given how late into the game you get them. An easy example of how it could be more impactful is halving support fire range at night unless the unit is on a watchtower, or lowering a thief’s evasion during the day. I’d also buff the undead at night.

  • @sunkeyavad6528
    @sunkeyavad6528 4 месяца назад +10

    I'm thinking a class mechanic for armor knights, where they will jump in front of an adjacent ally that gets attacked and take the hit for them could be interesting.
    See Unicorn Overlord's Hodrick / Hoplites for example. Or the Fates/Awakening pair up protection event, except it's class based and more stable because it happens all the time or the first X attacks or sth like that and they still take normal damage.

    • @saltysaltmaker3848
      @saltysaltmaker3848 4 месяца назад

      Something like that works in UO because of the lack of permadeath/lack of permadeath unless the whole unit dies respectively.
      In FE that would basically just turn armoured units into corpses even more quickly than usual, and then they'd be dead forever.

    • @chromaticchrome3746
      @chromaticchrome3746 3 месяца назад

      Not to mention they still lack movement rate and thus would heavily slow down the units they should be protecting.

  • @revivalfromruins
    @revivalfromruins 4 месяца назад +3

    Quietus from Triangle Strategy might actually work in FE, especially if the player insert is a Tactician again

  • @RajamQED
    @RajamQED 4 месяца назад +8

    related to flanking: characters should lose avoid and/or defense when they're surrounded by several enemy units, that would prevent 1-man armies

  • @sunkeyavad6528
    @sunkeyavad6528 4 месяца назад +9

    Mechanics like that could also be tried out as a map gimmick.

  • @edfmed1080
    @edfmed1080 4 месяца назад +8

    The second wave stuff sounds great to put in a FE Romhack

  • @Speedwinghere
    @Speedwinghere 4 месяца назад +2

    Lots of unique mechanics that change throughout the game? Mechanics that might be unique to each individual map? FIRE EMBLEM REVELATION?

  • @raderelcaroman1403
    @raderelcaroman1403 4 месяца назад +8

    Someone's been having fun in darkest dungeon!

    • @DarkAuraLord
      @DarkAuraLord 4 месяца назад +1

      such a great game, whenever people ask about my favorite FE game, I tell them it's Darkest Dungeon 🤣

  • @evanseifert8858
    @evanseifert8858 4 месяца назад +8

    Randomly shuffling random growths is a terrible idea. Oh god please no.

    • @Mangs1337
      @Mangs1337  4 месяца назад +6

      It's just as a toggle for those who want.

  • @wilkinson7661
    @wilkinson7661 4 месяца назад +3

    My thoughts:
    Resolve just sounds like the morale mechanic from warriors but with extra stuff
    Flanking does sound kinda cool, and I think Engage's pincer attack skill seems like a good working point for this mechanic.
    Attacks of opportunity sounds boring
    Second waves doesnt sound fun to me
    Day/night cycles are actually a visual thing in skirmishes and castle battles in fates.
    Overall: I don’t really have much of an opinion.

  • @Gensolink
    @Gensolink 4 месяца назад +2

    For the DD type mechanic why not make leadership stars a part of it ? So let's say your Lord has three stars, if you lose units you would eventually lose stars until it's at 0 you can get them back through good gameplay and not loosing units or being able to clear a map decently fast. Nobody likes a war that drags on and you could get a star buffer if you play well and fast. Doesnt mean you couldnt cheese the game to get your unit to level 20 in chapter 3 but for a more normal playthrough this would basically be biorythm but you know why the hell it happens in the first place. You would have to communicate the mechanic to your player and make it as clear as possible imo.
    Also yes give me Devil Emblem it would be so funny

  • @emils1615
    @emils1615 4 месяца назад +2

    The andaron saga stile support would be a great addition. The fact that you can get special abilieties or items based on character reletionship is awsome.
    Aldo I would like some uses for benched unit. They can bring supplies or infiltrate enemy territory, or you can leave them to drfeand a city or a fort. The possobility aee endless.
    Also I played lost eidolons recently and you can't un pass enemies in adiecent tiles. I don't think any units should do that but armour knights should. They will have a better niche for defend maps.
    I would like more space for secondary characters. I'm programmingban hack rom that I probably never finish because I'm a serial procrastinator but I have this idea for gaiden chapters specifically dedicated to secondary character's that you would unlock only if you have a certain support level or if they are a certain level or hier

  • @Forever_Zero
    @Forever_Zero 4 месяца назад +2

    The second waves and randomizer settings are my favorite ideas but I think most devs are afraid to add these because normally more accesible games will sell better (Phoenix mode and the turnwheel are clear examples of FE going this direction)

  • @RajamQED
    @RajamQED 4 месяца назад +6

    They need to get rid of the monastery ***t and simply focus on actual gameplay

  • @mitchelldunn3072
    @mitchelldunn3072 4 месяца назад +4

    Resolve would be perfect for a sacred stones remake, but otherwise its difficult to imagine in FE.

  • @cwazeenadventures1897
    @cwazeenadventures1897 4 месяца назад +5

    I have thought about a dash mechanic, where infantry can use their action to basically move twice, maybe not with their full movement but still. This is mainly to make them more competitive with mounted units in a new way. Maybe thieves can have extra distance on dashing or something too.

  • @blankempty5128
    @blankempty5128 4 месяца назад +3

    Homeboy just described Phoenix Point's Terror from the Void mod that just released this year.
    Resolve = Will Points/Panic mechanics
    Flanking = shooting various body parts with free aim to get around enemy shields or to disable body parts holding weapons
    Attacks of Opportunity = Return Fire trait and Overwatch
    Second Waves = Terror from the Void overhaul mod that better utilizes all 5 of the base game's DLCs
    Day/Night Cycle = Earth's rotation is factored into the game so as time progresses missions can occur during the day with better detection of enemy units or at night where stealth becomes easier for both the player and the enemy. AKA the Geoscape matters
    Seriously, Phoenix Point was made by the dude who created the OG XCOM and the mod makes the game live up to the pre-release hype.

  • @SaturosJohnMatthews
    @SaturosJohnMatthews 4 месяца назад +4

    I love day/night cycles so much. Ogre Battle on the SNES in 1993 was able to implement quite a good one. In it, light-aligned classes like paladins and clerics thrived better in the day while dark-aligned classes like sorcerers, ninjas, and most monsters were better at night. Some classes had the option to pick between a light or dark aligned class. The game also had werewolves and vampires that were especially affected by the cycle. Vampires in particular would become a useless coffin that couldn't do anything during the day. It would be cool if there was a FE game where the strongest units are vampires, but the day/night cycle would prevent them from constantly juggernauting. Though I suppose they kinda tried something like this in Tellius with laguz and the gauges they had, but overall they executed it poorly.

  • @electric1926
    @electric1926 4 месяца назад +3

    More than Day/Night cycle,id like more a full weather based kind of maps,day,night,too hot(desert?),too cold(mountains?),rain,strong winds(affects fliers and archers?),etc

  • @magicchomperj-o5344
    @magicchomperj-o5344 4 месяца назад +2

    Shadow of Aetheria Iron man?, I'm planning to do one myself. But are you mangs?

  • @sunkeyavad6528
    @sunkeyavad6528 4 месяца назад +6

    They should add a mechanic that allows you to turn back time to a previous turn a limited time per map, so you can undo unlucky crits instead of having to reset the map when you don't want to lose a unit or just try out a dumb play just for the fun of it and then just undo it. It would also make the series more accessible for new people and casuals.
    Yes, this is a troll comment. 🥚 hates divine pulse, remember?

  • @cursedchest6469
    @cursedchest6469 4 месяца назад +2

    I don't want to see any new mechanics because I don't care about FE anymore

  • @privategallade9120
    @privategallade9120 4 месяца назад +4

    🥚

  • @briancollins3927
    @briancollins3927 4 месяца назад +2

    Bring back staves being able to miss from FE5 lol

  • @Zev95
    @Zev95 4 месяца назад +3

    The Resolve Mechanic would be a total Iron-Man run killer for sure, but its interesting! Man it sounds overall like what you reaaaaally wanna do Mangs is run some FE D&D with these other things!

    • @DarkAuraLord
      @DarkAuraLord 4 месяца назад +1

      it would be so easy to homebrew something like that in 5e, it almost writes itself lol

  • @jandrnek6122
    @jandrnek6122 4 месяца назад +4

    It's funny you make this video right after RD, since Castlevania Emblem would work very well as a Tellius spin-off game. The same setting premise, but it's a world where Yune is dominant, and what remains of the world has become a Ravenloft-esque gothic horror plane full of lycantrophes and other creatures of the night (originally the laguz, now largely feral). Humans huddle around in towns built around Ashera's churches and you don't want to go into the woods.

  • @Ezullof
    @Ezullof 4 месяца назад +1

    Resolve: meh, very niche idea imo. Only hardcore fans will use it to make their nightmare difficulty playthroughs more difficult. It could work if translated as some kind of skill however (some units being buffed or debuffed by certain actions you mention).
    Flanking: sure, but again it feels like something that should be a skill (probably a class skill), and in fact it's already kinda one.
    AoO: I think it's a big one... the issue is that it requires a good AI that doesn't kill itself because of it.
    Second Waves: sure
    Day/Night: wait FE did smog and rain but not day cycle?

  • @TheCrazyhusky
    @TheCrazyhusky 4 месяца назад +1

    I do like the flanking idea, it's something always wondered why it isn't a thing in the FE series. To stop people having 1-Man armies or two units carry them.
    I've played FF tactics and Disgaea series where flanking is important, Ninjas in Disgaea are VERY hard to hit from the front, You have to hit them in the back or the flank.
    Hitting a foe the back or flank increases Hit rate and damage, if they can counter-attack it only half damage back, I think it should be something in FE to stop 1-Man armies.
    Stop players Ending turn and killing everything, Now foes will target them in back and Making the Player's units only deal 50% of the damage with a lowered hit rate.

  • @TwinBladeFury
    @TwinBladeFury 4 месяца назад +1

    Resolve- Absolutely not! That mechanic is the lone factor preventing me from being able to play Darkest Dungeon. I play these tactical games so I can be in control, and that mechanic is literally the exact opposite.
    Flanking- Could be interesting, but given that the FE grid is 2D, I don't really see a need for it. FF Tactics/Triangle are able to have that mechanic because they are fighting in an ever persistent 3D space, which also requires you to choose the direction you're facing after completing a move. Since all (The majority of) attacks in FE have the same 1-2 tile range with no regard to the positioning of your other units (As far as combat goes. An archer can stand directly behind an ally and attack an enemy), positioning doesn't really have as much of an influence on tactics as it does in the Final Fantasy genre of tactics.
    Attacks of opportunity- We need to nerf mounted units, not buff them lmao
    Second waves- Would actually be pretty cool! I probably wouldn't touch any of the examples you suggested with a ten foot pole, but there's potential for ideas that may make the game actually fun for someone who isn't completely masochistic.
    Day/Night cycle- That Castlevania Emblem leak was so cool, I feel like someone should just make a Rom Hack or an outright FE clone with all that stuff in it.

  • @WanderingyNephilim
    @WanderingyNephilim 4 месяца назад +1

    See, I highly disagree with Resolve in the context of an SRPG like Fire Emblem, because it sounds like it can be a very unfun time very fast. Maybe if it was a togglable status effect in "Second Waves"
    Attacks of Opportunity also sounds like a very bad time if done incorrectly because I feel like it would make adjusting your position a risky play rather than "rewarding" as you say.

  • @PragmaticAntithesis
    @PragmaticAntithesis 4 месяца назад +4

    I think a morale system like in Symphony of War could work for Fire Emblem. Essentially, units can gain morale by dealing damage, killing enemies, and by being near allies with certain skills; but they lose morale by getting surrounded and taking damage. The higher your morale, the more damage you deal. Also, if an enemy unit's morale falls to 0, you can use the "force surrender" battle option to instantly defeat them (regardless of HP) and gain a small bonus.

    • @DarkAuraLord
      @DarkAuraLord 4 месяца назад

      Symphony of War is such an underrated gem, played through that game 3 times and will probably revisit it many more in the future. I can't wait until the sequel!

    • @Aeivious
      @Aeivious 4 месяца назад

      Could work well as maybe a biorythm replacement.
      High morale =bonus to hit avoid and skill activation, low morale = the opposite.
      Thematically you can have maps where your units are on the run and have low morale, items to boost morale. The more leadership stars you have the less morale is negativity impacted etc.

  • @X2011racer
    @X2011racer 4 месяца назад +1

    Valkyria Chronicles 2 and 3 had a mechanic similar to your idea of resolve called Morale. The Morale meter affects your entire army, and it is crucial that you don't let it fall to zero. You start with a morale stat of 2, and it can max out at 5 (labeled as MAX). With a higher morale stat, your units have a higher chance of activating Positive Potentials, and a lower chance of activating Negative Potentials.
    Morale goes up by healing allies, defeating enemies, and capturing bases, but it goes down when your allies are downed, when a base you have captured gets taken back by the enemy, or a downed unit dies (or hospitalized in VC2) before you could get to them and call a medic. If your Morale falls to 0 and empties completely, your army loses any will to continue fighting and forfeit, resulting in Mission Failure. This feature would not carry over in Valkyria Chronicles 4.

  • @MetalKing1417
    @MetalKing1417 4 месяца назад +1

    Attacks of opertunity should DEFINITELY affect cavalry and flying units. They already dominate things enough already. Give the reduced/ignore opertunity attacks to theives and other stealthy bois.

  • @RockPasta
    @RockPasta 4 месяца назад +1

    You forgot to credit path of Radiance / Radiant Dawn for: Bio-rythym (which sort of sucks) and ELEVATION ADV/DISADV (which was amazing and should have been a permanent feature)

  • @ZerodragonSP
    @ZerodragonSP 4 месяца назад +1

    I really want a class system that is a combination of 3H and Fates. I think it would be really neat for each character to essentially have a "class path" that they naturally go down (ex: Raphael goes Fighter > Brawler > Grappler > War Master) with limited inherent branching (ex: Raphael can also go Fighter > Brigand > Warrior) with supports opening up progression lines (ex: Raphael supports with Ignatz, which allows Raphael to go down Ignatz's line of Fighter > Archer > Sniper > Bow Knight) like with Fates' friendship and spouse seals.
    While I like the "any unit can be any class" idea they had in the last two games, I feel it should require some work to achieve that ability to make a unit the class/get the skills you want outside of "I trained a D rank in axes" or "I wore this ring that made me good with axes". It would also make supports feel a lot more important to gameplay and emphasizes the characters comradery with each other and how they can learn things from one and other.

  • @fakesmile172
    @fakesmile172 4 месяца назад +1

    I wish FE had more differentiation between classes and weapons. Classees and weapons are especially homogeneous in newer games like Awakening and Three Houses.
    I'd also like to see FE take some inspiration from Berwick Saga. Seriously Mangs, even if you don't play it yourself, watch a LP or something, its mechanics may interest you. The same may be true for Vestaria Saga, but I know very little about that game.

  • @Maroxad
    @Maroxad 4 месяца назад +1

    In D&D you usually only get one reaction per turn. This is where I think the dual path promotions FE likes could be really interesting.
    Armor knights could be the king of using attacks of opportunity, Great Knights on the other hand, could be the kings of provoking them due to their decent mobility and good defense, so your squishier units can move through freely without getting hit by them.
    Fire Emblem already experiments with optional game modes, such as Fixed Mode and Casual Mode. I would love to see the game take it to the next level like the XCOM games did with all sorts of quirky bonus options.

  • @benedict6962
    @benedict6962 4 месяца назад +1

    I think Resolve is a good idea with a HEAVY amount of reworking. A resolve staff would be nice, but a dancer would be awful since it becomes a tug of war for aoe effects where both sides turtle.
    Flanking needs to be paired with a reason thieves would leave themselves exposed in the first place. They aren't as tanky and don't have the canto of cavalry, so being able to pass through enemies is more dangerous than it is helpful.
    I would actually make Cavalry and Fliers take MORE damage from attacks of opportunity, but possibly only before Canto.
    The other two ideas seem like more general modifier mechanics that have too large a scope to discuss.
    My idea would be a toned down version of emblem rings and pair up. Instead of equipping ghosts of other games, you equip party members who aren't fielded in the battle. Now you have incentive to spread levels more evenly, and have a bit more freedom to build bond levels without sacrificing tactical usefulness. There can even be some interaction with Resolve, with the equipped party member controlling what kind of bonuses and penalties Resolve can apply.

  • @doppeldipper7111
    @doppeldipper7111 4 месяца назад +1

    I really like the second wave mechanics. I love Fire Emblem because the hit and crit RNG combined with permadeath makes the games so replayable. Adding Devil Axe RNG would be perfect.

  • @Paterino
    @Paterino 4 месяца назад +1

    I personally would like to see some more map interactions like a day/night cycle, but I come around to not like the idea of AoO in Fire Emblem.
    Myself who play a lot of DnD, I like the mechanics in a tabletop, but not in turn based strategy, especially where tankyness is build upon stats.
    Some other game called Lost Eidolons had a nice mechanic for that.
    On specific classes it wasnt possible to pass them directly, so you actually had to move around more tiles to get behind an enemy.
    I could see this being a good mechanic for armor knights to stop enemy advances and also makes skills like PASS having more influence.

  • @themarauding
    @themarauding 4 месяца назад +1

    Instead of the Resolve idea that Darkest Dungeon uses, I was thinking the Morale system from SRW. If you play well, hit your shots and kill bad guys, your morale goes up. When you hit certain thresholds, abilities and attacks come online. And then resets back to 0 at the end of the level.

  • @zeroakira584
    @zeroakira584 4 месяца назад +1

    While Xcom and FE already did the whole companion mechanics, I think the next FE should give you a 3 members squad mechanics where members are ones 's who have the most bond with each other. They then can be place in separate location to do simple things such as scouting or side quest from the main group, without having to micro manage during the stage. Sure it can break some maps where enermies's flanks are not covered but imagine sending only a small team into the important area while your main force doing distraction and potentially farming Exp and gold.

  • @skynet0912
    @skynet0912 4 месяца назад +1

    The one mechanic i would love to see in Fire Emblem, is simply a build in randomizer...
    Just let it be an unlockable feature for after you beat the game once, so the developer can go: "You beat the game experience we wanted you to have, now just go nuts and play how you want!"

  • @MtelH
    @MtelH 4 месяца назад +1

    The first three are amazing concepts and can more easily be written into a story. Imagine this -- for every map, the enemy very clearly wants a particular unit on your team captured. If this unit falls to capture, your MC's resolve falls significantly and drives the rest of your team's resolve lower. Because the enemies are so determined to go after this unit, they're willing to expose themselves to attacks of opportunity to get to that unit. The game would have to be written in a way that these characters could be captured and the game could continue. If the story were impacted, as well, that would be the cherry on top.

  • @canisblack
    @canisblack 4 месяца назад +1

    Out of them all I think your idea of flanking attacks has the potential for the deepest mechanics. Because one thing those all have in common is a "facing" for units after they finish their movement phases. Something Fire Emblem doesn't currently have. But if they went to the effort of doing that it could be very interesting and very deep by doing things like tying units class into the system giving inherent effects. Like a Knight or General having a high percentage chance to only take normal damage or nullify damage from such attacks thanks to their heavy armor. Or high movement units like Cavaliers or Paladins being more susceptible and taking greater damage. Things like that.

  • @InsomniaOwl952
    @InsomniaOwl952 4 месяца назад +1

    Sypmthony of War has smth very similar to resolve. It has Moral, it improves by being around allies and winning engagements with enemy units and goes down when losing engagements and being sourounded by enemies (also being charged by cavelary). It doesnt Change the units in the way you suggest resolve does ala Darkest dungeon but rather is a multiplier for how effective the unit is.
    Enemy Morale is actually really important as when they are low on morale you can make them surrender which if it goes well gives you extra recourses for the rest of the campaign but if it goes badly gives your oponent first strike on you.

  • @AFnord
    @AFnord 4 месяца назад +1

    As for attacks of opportunity thing, I think it would make for a cool class ability for halberdiers, rather than a universal one, as that feels like it could be too punishing.
    Maybe have a ZoC system where units suffer movement penalties when trying to move from a square next to an enemy, that would have a similar but less punishing effect as attacks of opportunity.
    Come to think of it, this might well be something that can be used to buff troops on foot. Don't give mounted units a ZoC, but give it to foot soldiers.

  • @steven05ist
    @steven05ist 4 месяца назад +1

    I would like a story where your choices matter. Something like ogrebattle 64, Your alignment ( good / evil ) would change based off capturing or liberating a city. You get access to different characters / promotions / dialog. Also exploration on the map after a battle. Better routing systems where it actually can change the game depending on where you go and don't go

  • @clydefrosch
    @clydefrosch 4 месяца назад +1

    Except for back attacks and night, nearly all of those just sound like they'd f over the player in a game where 95% hit rate is equal to 0% hit rate.
    What fire emblem needs is fewer luck dependent mechanics.

  • @gabrielclamens3151
    @gabrielclamens3151 4 месяца назад +1

    Might have been said in comments, but in case...nothing ground breaking, but maybe a parry ? Vandal hearts, Suikoden tactics and even Berwick saga did it ! That could be interesting to se i'd say

  • @aidanmillow566
    @aidanmillow566 4 месяца назад +1

    Opportunity attacks would be terrible for fire emblem I think, ranged units would be hugely nerfed because they already have to be really close to attack. The day night idea sounds really cool and honestly I don't think it would be immersion breaking (for me at least) for the day night cycle to happen in battles taking place on a single day.

  • @joshuaturner4602
    @joshuaturner4602 3 месяца назад +1

    I don't hate the idea of reactive defensive mechanics like attack of opportunity, but I think they should be exclusively for armor knights. It would give them a solid advantage vs other units and upholds their position as defensive pieces that you can castle up behind.

  • @thekoifishcoyote8762
    @thekoifishcoyote8762 4 месяца назад +1

    Resolve is too much horror for the already niche genre so probably shouldn't happen if we want more fire emblem. Most of your second wave ideas make the unit uniquness problem WAY worse. Your other ideas are fine but need fine tuning.

  • @TheRazormoon
    @TheRazormoon 4 месяца назад +1

    Frankly I'd appreciate more active skills that aren't just Rallies, but with restrictions and limits in place, something like in the Langrisser games. Enemies also being able to use them too of course.

  • @TiaValkyrie
    @TiaValkyrie 4 месяца назад +1

    Kinda wish they would bring in some grand strategy or similarinto fire emblem.
    3 houses was the closest it felt to armies fighting, with their battalions. Maybe something like langrisser.
    You could tie the mods/ironman options into it, too. Maybe a choice is made and for story reasons you gain access to certain items/classes over others or certain negative statuses are introduced.

  • @darkdragonmedeus705
    @darkdragonmedeus705 4 месяца назад +1

    A day/night mechanic could probably work in an FE4 remake or a game that plays like a spiritual successor to that game; but I can imagine it ruining the narrative of other FE titles.

  • @christiandelavega3493
    @christiandelavega3493 4 месяца назад +1

    I think armor knights should have the 'obstruct' mechanic where they prevent any units from passing through them. And an item that prevent fliers from passing through as a way utilize them in defense missions.

  • @christiandelavega3493
    @christiandelavega3493 4 месяца назад +1

    The resolve mechanic might be a double edged sword since most FE players never wanted a unit to die. Unless if playing in ironman playthrough this mostly be useless as putting a berserk staff on your ally. Dancers can at least heal after giving another unit another turn

  • @Aleph3575
    @Aleph3575 4 месяца назад +1

    You could probably do a lot with supports, like make it so characters can actually lose support over the game based on your actions and if it fell too low, they would betray you. That way you have an incentive to constantly try to raise supports. Or, in the event of a player avatar, a character could reject your attempt to S support if they already have too high of a support with someone else, or the character they ditch for the Avatar betrays you out of spite.

  • @GoldLight73
    @GoldLight73 4 месяца назад +1

    The Castlevania Emblem thing is especially funny to me, given that a Unicorn Overlord came out recently. It has a day/night cycle and its main character is named Alain.
    In all seriousness though, I’d love to see FE try this. UO’s day/night mechanic honestly feels a little undercooked given how little it ultimately impacts the game.

  • @Zahri8Alang
    @Zahri8Alang 4 месяца назад +1

    Ia Codename Steam the only Intelligent System game with Overwach mechanic? Prolly
    Lucina and Crom is in it(as amiibo DLC)

  • @fghop8182
    @fghop8182 4 месяца назад +1

    I personally love the fire emblem sacred stones self randomiser where it randomizes Classes, growths, class and personal skills, items from chests and events and enimies. I think that would be fun to see in some other fire emblem games bc I find it super replable and it doesnt get bored, and it also lets you randomize the stats of weapons making it truley random

  • @anlize3422
    @anlize3422 4 месяца назад +1

    Overwatch for ranged units to me seems to be awesome, especially because it gives archers and other ranged units a interesting way to interact when rushdowns occur. Attacks of opportunity for armor units seems a good idea too, because having less mobility in favor or more armor should be a different way of playing, instead of just being a self imposed hard mode.

  • @benkenobi8816
    @benkenobi8816 4 месяца назад +1

    A Binding Blade remake without Berserk staffs, is the only thing fire emblem needs. Remake the best fire emblem game without its worst feature. Take out bolting as well screw it

  • @brandonwilliams6119
    @brandonwilliams6119 4 месяца назад +1

    The Second Wave stuff sounds very fun and hectic and could make for lots of challenging runs on the channel I’d love to see something like that!
    Also man, I’m still sad about Castlevania Emblem and the fact that it still hasn’t happened, because the concept has great potential, also that leak video you did on it takes me way back.

  • @オーくん-p5r
    @オーくん-p5r 4 месяца назад +1

    What about personality traits replacing personal skills, which may occasionally trigger bonuses or penalties. A quick tempered character will have a small chance to attack twice in a row, or to lose accuracy due to overconfidence. A lone wolf character will get distracted with too many allies around, losing accuracy or evasiveness, while gaining bonuses when alone, etc. The effects may even change depending on the relationship/ supports with other characters.

  • @christiandelavega3493
    @christiandelavega3493 4 месяца назад +1

    For flanking it would be similar to Final Fantasy Tactics as you would deal more damage, but assassins could benefit better if they keep a mechanic that they gain a crit chance bonus is attacking in close range

  • @Mudlink
    @Mudlink 4 месяца назад +1

    Honestly while some of these ideas are neat I think the flanking idea is the best thing to add into Fire Emblem. The closest we technically have to it is the backup mechanic in Engage so an upgrade of that would be perfect (also love the Second Waves idea just for the pure chaos I could make).

  • @nicodalusong149
    @nicodalusong149 4 месяца назад +3

    That "resolve" mechanic is sort of implemented, albeit slightly differently in the SD Gundam G Generation games via the tension (or more accurately morale) meter. The bar is blue on one side denoting low morale and red on the other end denoting high morale but is usually in the middle which is colored green which denotes normal morale. When a unit successfully lands a hit without getting hit in return or successfully evades an attack, their tension meter rises. When a unit is being attacked, is hit and misses their repraisal attack or is unsuccessful in evading an attack, the tension meter lowers. The only time the tension meter does not fall when receiving an attack is when a unit chooses to defend against it. When the tension meter enters the red zone, the unit enters a high tension mode and stats are increased slightly while attacks gain a x1.5 multiplier. When the tension meter is fully filled, the unit enters super high tension mode where every attack is a guaranteed critical attack however, if the attack misses, the unit loses super high tension mode and returns to normal tension. When the tension meter enters the blue zone nothing really happens until the meter drops to zero. Once the tension meter drops to zero, the character is in fear mode and is completely unable to attack (like the choice isn't even visible when choosing an action). The only way to exit fear mode is to successfully evade attacks until the tension meter is back to the green zone.
    Each unit has a tension meter that is unique to them and represents their psyche. A mentally stable unit will have an even spread of blue, green and red in their tension meter but a hot-blooded unit will have a small blue zone and a larger red zone while a mentally unstable unit will have a very short green zone and very long blue and red zones.
    It's been a while so I don't remember if this is already a thing, but I think armor units should have Area of Control (AoC) tiles. This means the adjacent tiles around them become unpassable for enemies.

  • @ElAsombrosoPachus
    @ElAsombrosoPachus 2 месяца назад +1

    Interesting. Except for "second wave", you described Battle Brothers.

  • @kuyagab4444
    @kuyagab4444 4 месяца назад +1

    The best one out here has to be the Resolve mechanic. There could also be skills that are relevant to Stress like Trauma where a character is more prone to have a Meltdown or Avenger which makes them more prone to become Resolute.

  • @ctochtli2964
    @ctochtli2964 3 месяца назад +1

    Yes, I love the flanking mechanic in Ogre Battle 64, that will add more strategy to the game play.

  • @monikaguerra
    @monikaguerra 4 месяца назад +3

    given the success of 3h i take it for granted that koei tecmo will make another game... if we want to see other important mechanics in fire emblem as they already did with 3h (surely a game to watch is always one of their productions romance of the three kingdom where already in 3h they already brought several)

  • @thebladeofchaos
    @thebladeofchaos 4 месяца назад +1

    Honestly, one thing I would love to see FE do is proper army v army.
    3 houses almost got this so right, but it'd be nice if during the interlude you actually got to see the soldiers fighting one another. Koei have experience with soldier fighting. they made Dynasty Warriors, Samurai Warriors, the Kessen and Dynasty Tactics games. they know how to animate fights in the background. it would make the battlefield come alive more if it wasn't just what you do with your units and what they do, even if it's just throw away animation.
    like imagine the end of the Edelgard route in 3 houses, but the battlefield has other soldiers there, and when the boss attacks, entire waves of soldiers just disappear under their attack? imagine Fates opening, but you actually get to control the generals into their opening duel. have it subdued and missing soldiers for quieter moments, like Ike fighting the Black night, but have it loud, proud, unashamed in moments where the war is loudest.

  • @mc.type_guy
    @mc.type_guy 4 месяца назад +1

    They should have A supports give items and skills like in Andaron Saga. It makes support planning so fun

  • @ageup7493
    @ageup7493 4 месяца назад +1

    Im sorry but most of these are terrible ideas, day/night cycle could be good if implemented right.