Fire emblem inspired turn based battles

Amarok

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Hello there, some time ago i made a thread asking the community about how to translate some of the mechanics of the souls games into turn based battles and i got very cool responses so now im curious about how a fire emblem inspired gameplay could work.
Basically it would go like this:

-Two digits for stats max, with 1 to 4 stat increases each level.

-Supports, using two compatible units in various battles can trigger special dialogue between as well as some gameplay benefits.

-Recruiting enemies, certain enemies could be "talked to" by the right characters and brought to your side if you meet certain conditions.

-Doubling the agi/speed of your opponent allows you to double attack, and vice versa.

-Skills need to be equipped and there is a limit on how many you can equip.

-Some skills could be activated at will while others would be passive or would trigger sometimes when attacking (like in golden sun)

-No grinding allowed (at least during the main story, post game content could be added for an extra challenge) so the player has to be careful about distributing exp between the units.

-Regular encounters should be really fast paced, ending at 1 to 3 turns max, you either wipe out the enemy or you get wiped yourself, so the main focus of the gameplay would be on battle preparation and resource management like in final fantasy 6.

-Encounters on the map, dungeons could work like regular maps from the fire emblem series, where enemy armies are deployed on the map, and they could react to the player actions, and retreat or bring in reinforcements, etc.

-Permadeath? i thought about skipping this one, since for most people it just means resetting the game each time someone dies.

-Limited money and loot, like experience the player should also manage this very carefully.

This are just from the top of my head, what do you guys think, could a system like this be translated to a non tactical turn based battle system?
 

Rayhaku808

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I thought about a some of these things for my own game, but I still don't really know what you're trying to get at here. The tactical turn based round by round battle system is what makes fire emblem, fire emblem. Do you have any ideas on how to actually implement these things and not just think about it as features only cause they look or sound good to you? Would these make sense in your game?

Supports would be weird. In FE it requires putting your units adjacent to each other and attacking an enemy or healing the ally. And in RPG Maker games you see active party sizes between either 1 or 4 most of the time. You'd have all these support conversation procs flaring up at once.

RPG Maker would be a pain to restart constantly each time someone permadies unless you give a small rollback feature........

Recruiting enemies in the way that you want would be difficult to do but I guess possible. Might be cool. You'd have to do it in battle since on map encounters are usually occur in an instant transition. And doing it in battle help the player feel more rewarded for recruiting the character. But if battles are really as short as you want them to be, it'll be incredibly easy for the player to wipe trying to recruit a character.

The doubling with agi thing you're talking about was something I asked Yanfly to make for a tips and tricks a while back. It was still made, but not for a tips and tricks video. So at the moment it's only available to the patrons and I think I should keep it that way.

Everything else seems plausible without any major concerns, I'd dig it.
 

Amarok

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@Rayhaku808 yeah i dont have anything planned, it was just an idea but im tempted to attempt a battle system inspired by this in the demo im making.
About the supports part, they could simply become the links of the persona games. Just adapting the rewards for something more FE like, like an increase in stats for said character, a new skill or the ability to advance to a superior class.
Permadeath would need to go yeah, maybe retain it only in special circumstances like they did in final fantasy tactics advance.

Ideally a system like this should play like the persona games, very fast paced and with the risk of being wiped out if you are not carefully/prepared but it also shouldnt be number heavy or with overly complex systems so once the player gets the hang of it, can keep fighting battle after battle with the focus more strategy rather than the tactics of each individual battle, so in a sense the whole map would become like a boss fight itself.
 

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