- Engine limitation: Weapons don't give magic
- Esper Stat Gains:
- Basically make the stat gains bigger
- Item stats:
- Change the data format for items
- ASM hack the item stats loading
Only some characters will be able to learn all the magic.
It's likely that even very not-magical characters will be able to learn some specific spells, like Locke might learn Quick.
Some characters will be able to learn all the magic:
- Terra
- Strago
- Relm
I'm not really sure if that's necessary though. Relm's ability is only bad because it's set up badly, and we can fix that. Strago's ability is also fine. I think it might make sense for there to be spells that definitely only Terra, and maybe only Celes, know.
We'll gate magic with equipment.
We discussed pushing Celes more into the physical realm, but came to no real conclusion. I think if we do that then we nerf the spells she learns/is able to learn.
Make her Sketch/Control possibilities better.
Make him a lot easier to kill.
Hard to say, no real conclusions.
Get rid of Thief Glove. Either you get a good hit or you steal; Capture lets you turn your brain off and that's not the goal.
Consider making steal always work, or at least close to always work.
NoiseBlaster should be 1 enemy only.
Characters won't be able to equip anything they want. This is mostly to gate magic but also to make sense (Relm can't use a huge spear, only Relm can paint with Brushes, etc.)
Espers don't grant magic, or if they do it's pretty weak.
We want to enhance the stat boosts to justify getting really strong via the use of Espers. Therefore espers won't have bad stat boosts.
Get rid of all curative items except for Dried Meat. Also get rid of Remedy. Probably drop Tincture down to affordability.
Get rid of superfluous items like:
- Gauntlet
- Genji Glove
- Rename Card
- Etc.
Just feels better honestly: more variety.
It doesn't really make sense for humans to start out at 300hp, but after fighting 10,000 rabbits, they can withstand a meteor shower.
You could do this in a number of ways, but because thousands feels a lot cooler than hundreds, maybe we want to start close to 1k but top out around 2k or 2.5k.
The level curve ends up that you get to 23-27 around the floating continent, which I think is cool. So if your range is 800-2800 the diff is 2000 and that means 20hp per level which means you should be 1,200 by floating continent.
Let's bump that down to 500-2500, so 25 levels of 20 HP is 500HP, so yeah you'll be around exactly 1,000.
I struggle to really think of what you could meaningfully steal from animals. You can get away with some conceits: the hounds in Narshe maybe having some reviving tonics or un-freezing juice (whatever), but what does a Rabite have? Are you gonna steal lettuce? Can you justify like, yoinking a tooth or a foot with only steal instead of capture -- shouldn't that cause damage?
I'm drawn to the idea that stealing is kind of like an abbreviated fur shop mechanic. Like you steal from a Poison Dragon and get a Poison Claw.
So maybe that is the mechanic. Either you get a pelt or something, or you fur shop them into equipment and usable items.
But that raises the question about drops. Under that logic, shouldn't drops be exactly the same? What separates 'steal' from 'drop' in the context of FF6. Normally you'd think, "well I stole your sword so you can't hit me", which is the FFT way of doing things, but FF6 is essentially just "extra, cool items".
I think applying "realism logic" to this just ruins the mechanic like BNW does. The only conclusion that works within the confines of FF6's code is, "stealing from animals shouldn't really be useful", which wastes the mechanic and really nerfs Locke's ability.
So therefore I think steal should be "like drops but cooler", and at least marginally related to the monster itself. Plus it's fundamentally "now I have two of these things", and double drops is a strong economic incentive.
Re: Pelts, I think animals don't drop gold but they do drop pelts. That feels like an easy improvement.
Most of this stuff is easy mode. I do like the idea of special buffing items like Hero Drink from DM or Red Bull (not actual Red Bull though) from BNW.
Elixir Megalixir Dried Meat
Grade A Pelt Grade B Pelt Grade C Pelt Grade D Pelt Grade E Pelt
Grade X Pelt
Grade S Pelt
Magical Pelt Leather Pelt Armored Pelt Cursed Pelt Holy Pelt Mystery Pelt
Grade AA Pelt
Tonic Potion X-Potion Tincture Ether X-Ether Sleeping Bag Tent
I also really want an offensive item like Grenade or Molotov, but dunno if that can really be done or is worth it... also isn't that Shuriken?
Does it make sense for there to be low level "throwables" that everyone can "use"? Or they might not necessarily be low level but maybe we buff the stars to hit all enemies?
Nah I think leave this one alone. This is Shadow's domain.
I used to wish effects still worked via Throw, but I think that's probably OP. You shouldn't be able to deal a lot of damage OR effects from the back row regardless of equipment. So this probably works out.