- A breakdown of the class' stat caps and what the average growth rates for units might be. You don't have to go until extreme detail and give us numbers (unless you really want to), but give us a basic idea of where this class excels and where they're surpassed.
- What weapon and magic type(s) they use in battle. Do they use weapons that are already in the series, or will you introduce something new? If creating a new weapon type, you might want to include a few different examples of the weapon (Iron/Steel/Silver Gun, Pistol, etc for instance).
- What classes they promote to or from.
- Any skills the class might have, be they existing ones from the series or original.
- Does the class ride a mount, be it a horse, pegasus, wyvern or something else?
- How units of this class are played, what situations they really shine in, and where they should be kept to the side.
- What does this class' critical hit animation look like?
- How to members of this class typically dress?
- Specify if the class is "serious" or just made as a joke so it can be critiqued appropriately.
Positive feedback is always welcome. If you'd like, you could even create a possible (alternate) promotion for someone else's original class. I'll start off with a few fantasies of my own. These are modeled in the GBA setup, if you were wondering.
Overview: This is the first of a few classes I created for an FE game in a Victorian steampunk setting. The most noteworthy stats for Gunslingers are Speed and Skill, but Strength and Defense tend to be low, even more so than archers. They trump over bow users in a "Projectile Trilogy" created for this idea, but are at a disadvantage against hand cannons. Compared to Archers, Gunslingers have less power per hit but are faster, more accurate, and more likely to score criticals.
Weapons: Guns, obviously, which are ranged weapons mainly fired from two tiles away. So as to not impede on the Wars series, and to keep somewhat with the fantasy setting, this is mostly just handguns from the mid-19th century and earlier. In addition to the standart Iron/Steel/Silver/Brave/Killer fare, there's also the Pistol, which is available early on and has a small critical bonus, similar to Slim weapons and the Shortbow, and the Musket, which can be fired from up to three tiles away like the Longbow. As guns are a recent invention in the game world, there's no "Legendary" gun, but an extremely powerful and unique one is invented by someone toward the endgame. This special gun is called the Oakley Spirit, named after legendary sharpshooter Annie Oakley. Typically, guns have less might than bows but are lighter.
Skills: Gunslingers can use Mortars, which are placed on certain maps. These siege weapons are similar to ballistae, but they can't be moved at all. To offset this, Mortars can fire anywhere from three to twenty tiles away. Each Mortar has five shots before it runs out of ammo. Promoted Sharpshooters have a +15% critical bonus in addition.
How it's played: Gunslingers function similarly to Archers in that they are ranged units that need to be protected by other combatants, as they cannot counterattack at melee range. Though they're faster than their bow-wielding counterparts, they've even less durable, so keeping them guardet is key to survival. Because guns have low weights for the most part, even a unit with low Constitution can use some of the more powerful weapons without penalty. The best way to play Gunslingers is to have them augment the damage of a slower character like a Knight who isn't likely to double attack, and have them ready to pick off already weakened foes.
Promotion: Gunslingers promote to Sharpshooters, which function similarly but have higher caps, especially for Skill and Speed. Though they are still only capable of using guns, they gain a +15% passive increase to their critical rate. With this bonus, Sharpshooters become much more likely to deal heavy damage (and they'll often be able to doulbe attack thanks to their Speed).
Critical Animation: Gunslingers simply twirl their gun a couple of times before firing. Sharpshooters toss their gun up in the air before jumping up themselves to catch it. They fire at the enemy while "floating," then fall back to the ground.
Outfit: Gunslingers resemble cowboys in their manner of dress, with wide-brimmed hats, jeans, and riding boots. Generic enemy gunslingers conceal their nose and mouth with a red scarf, in typical Western outlaw fashion.
Overview: Another serious class from my steampunk idea, Cannoneers are on the opposite end of the spection, with above average Strength, HP, and Defense, but lower Speed, Skill, and Resitance, and have a movement range of 4. They could be considered a ranged version of a Knight in this sense. While they are generally less accurate than Archers and Gunslingers, their attacks do more damage.
Weapons: Hand Cannons, which are also strictly ranged. This completes the "Projectile Trilogy." Hand cannons are effective against guns, but take a penalty against bows. Even the common ones are heavy, so a high Constitution is needed to use them without penalty. However, they have the greatest might of any ranged weapon. A special cannon called the Gilded Giant appears later on in the game.
Mount: Though Cannoneers do not have mounts of their own, they are considered a mounted unit while riding in a Tank. If they leave the tank this ability is lost until they mount it again.
Skills: Cannoneers can uniquely ride Tanks, which are scattered across certain outdoor maps. These function similarly to ballistae, but Cannoneers are considered mounted units while riding in them. This means they gain the Canto skill and a boost to their AId while riding. If the Cannoneer is carrying a rescue unit that could not be carried while unmounted, they will need to drop that unit before they are able to exit the Tank. Promoted Cannon Masters gain acess to Great Shield, granting them a chance to nullify all damage taken for one attack.
How it's played: They are unique among ranged units in that they are slow, but sport a lot of raw power and durability. Though they can't counterattack melee, they can survive a few physical blows without a problem, meaning they require less protection than Archers and Gunslingers.
Promotion: Cannoneers promote into Cannon Masters. They gain bonuses to HP, Strength, and Defense, as well as higher caps in those areas. They do not gain the ability to use any new weapons.
Critical Animation: Cannoneers take a step back and swing the hand cannon behind them before shooting. Cannon Masters stare down their opponents before spinning the cannon around a few times, then fire.
Outfit: Most Cannoneers wear military-style uniforms with metal plates covering their weaker points, and a metal helmet. Cannon Masters wear even more sleek, Victorian-styled armor. While the faces of player units are visible, enemy Cannon Masters' heads are entirely concealed by their helmets.
Edited by Mystical Mermaid, 11 May 2012 - 05:29 PM.