Book of Ereshkigal Posted March 9, 2012 Share Posted March 9, 2012 Oh, I wonder if this game will have rescue? Quote Link to comment Share on other sites More sharing options...
Thor Odinson Posted March 9, 2012 Share Posted March 9, 2012 I really hope they do have rescue. I missed it in FE11/12, but it's excusable since they're remakes. I don't see why they wouldn't bring it back, so here's hoping they do. Quote Link to comment Share on other sites More sharing options...
BwdYeti Posted March 9, 2012 Share Posted March 9, 2012 I'm guessing it's a scale of 20-30, like in the GBA/DS games. Great Knight, for example, appears to have the following caps:Str: 28 Mag: 20 Skl: 25 Spd: 24 Def: 30 Res: 21 This brings serious questions about what purpose a General could possibly have. I would guess, based on the promotion gains overall and the incredible Cav=>GK defense gain in particular that the maximum is higher than 30. But with the images that're presumably of the caps, the apparently full def cap for GK's is a bit confusing. Also for rescuing it's possible they made it movement/unit type based instead of con based. Armors and fliers can rescue infantry, cavalry can rescue armors or infantry, something like that Quote Link to comment Share on other sites More sharing options...
Othin Posted March 9, 2012 Share Posted March 9, 2012 I would guess, based on the promotion gains overall and the incredible Cav=>GK defense gain in particular that the maximum is higher than 30. But with the images that're presumably of the caps, the apparently full def cap for GK's is a bit confusing. Also for rescuing it's possible they made it movement/unit type based instead of con based. Armors and fliers can rescue infantry, cavalry can rescue armors or infantry, something like that It's definitely possible; hard to tell what to make of it so far. Con might still be in like in FE9/10, just not considered important enough to be mentioned, especially if it's not even affected by promotion. Quote Link to comment Share on other sites More sharing options...
Dr. Tarrasque Posted March 9, 2012 Share Posted March 9, 2012 That also failed. Upload the image to something like imgur.com first, click the image and then paste the URL. Quote Link to comment Share on other sites More sharing options...
dondon151 Posted March 9, 2012 Share Posted March 9, 2012 Not sure if this is old news or not, but page 2 of the scans confirms the return of casual (and classic) modes. Quote Link to comment Share on other sites More sharing options...
Agro Posted March 9, 2012 Share Posted March 9, 2012 Not sure if this is old news or not, but page 2 of the scans confirms the return of casual (and classic) modes. Old, unfortunately :/ Quote Link to comment Share on other sites More sharing options...
Espinosa Posted March 9, 2012 Share Posted March 9, 2012 Shoving would also be great. Quote Link to comment Share on other sites More sharing options...
Byte2222 Posted March 9, 2012 Share Posted March 9, 2012 I like getting to make a choice. I see it as an opportunity to make my lovingly trained team have suitable badass classes. FE8 had more class diversity. The only classes that were "removed" were lord classes and Nomad Troopers (replaced, effectively, with Rangers). 1. Fair enough, we're two different people. 2. Actually, looking back at things the 'problem' I was thinking of barely exists. I was thinking more of the classes you can have on your team at once e.g. if you've been training Neimi and Gerik, have already promoted Neimi to Sniper and you want a Ranger (for whatever reason, maybe you want to lower your turncounts) then your only practical option is to promote Gerik to Ranger, even if you think that he'd be better as a Hero. Also, as a particular case, you never recruit a Pirate, if you want one you have to promote Ross. Like I said, I mostly imagined this 'problem' but it's still something I don't like about FE8 and branching promotions in particular. Quote Link to comment Share on other sites More sharing options...
VincentASM Posted March 9, 2012 Author Share Posted March 9, 2012 I like the stat chart = caps idea, but I don't think it's plausible because of this page. Historically, non-promoted caps don't really vary that much between classes, unless it's FE4. That and those charts seem to appear during the class roll, where base stats are always shown. Quote Link to comment Share on other sites More sharing options...
Espinosa Posted March 9, 2012 Share Posted March 9, 2012 I already kinda hate the red Cavalier's appearance. Quote Link to comment Share on other sites More sharing options...
Othin Posted March 9, 2012 Share Posted March 9, 2012 (edited) Looks like you're right, Vincent. If it's a 0-14 scale (each segment is 7) and we assume the promotion gains are the difference between the classes' base stats, then it seems to fit with the actual numbers of the promotion gains. Edited March 9, 2012 by Othin Quote Link to comment Share on other sites More sharing options...
King Marth 64 Posted March 9, 2012 Share Posted March 9, 2012 There's a new scan that was found and it shown the Mysterious Maskman: Here's the new scan. (Founded from this forum founded by Ursula) Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted March 9, 2012 Share Posted March 9, 2012 Why are you reposting this? It already has its own topic .-. Quote Link to comment Share on other sites More sharing options...
Othin Posted March 9, 2012 Share Posted March 9, 2012 Looks like you're right, Vincent. If it's a 0-14 scale (each segment is 7) and we assume the promotion gains are the difference between the classes' base stats, then it seems to fit with the actual numbers of the promotion gains. To look at this in more detail, this is what it looks like: Cavalier Str: 6 Mag: 0 Skl: 5 Spd: 6 Def: 7 Res: 0 Paladin Str: 9 (+3) Mag: 1 (+1) Skl: 7 (+2) Spd: 8 (+2) Def: 10 (+3) Res: 6 (+6) Great Knight Str: 11 (+5) Mag: 0 (+0) Skl: 6 (+1) Spd: 5 (-1) Def: 14 (+7) Res: 1 (+1) Those differences indeed fit the promotion gains perfectly, and they also explain the negative gains. If promotions involve adjustments like this to fit the class base stats, like in FE11/12, I think it is a safe assumption that growth rates will work the same way. So this looks good, both for the relevance of the system in general and for the potential of the Battle Cleric class and other odd possibilities. Quote Link to comment Share on other sites More sharing options...
Non-Existent Member Posted March 9, 2012 Share Posted March 9, 2012 What's the class for that character with the witch hat between Sol and Soiree? Quote Link to comment Share on other sites More sharing options...
VincentASM Posted March 9, 2012 Author Share Posted March 9, 2012 She's a Mage, like Lilina and co. Quote Link to comment Share on other sites More sharing options...
Caladbolg Posted March 10, 2012 Share Posted March 10, 2012 I really hope they do have rescue. I missed it in FE11/12, but it's excusable since they're remakes. I don't see why they wouldn't bring it back, so here's hoping they do. FE13 seems to happen in a similar world to Archanea, according to fans' speculations. There has never been Rescue in Archanea. =P I haven't read through the whole topic, somenoe else might have mentioned this already, but... Holy fucking shit, how can Cullum even move in that armour? It's got to be the bulkiest, heaviest-looking suit of armour I've ever seen, both in and outside of a FE game. Shit. It's awesome. He doesn't only move/walk with that armour. He jumps, too. Quote Link to comment Share on other sites More sharing options...
Othin Posted March 10, 2012 Share Posted March 10, 2012 (edited) FE13 is (initially) in Archanea. There's no question about that. Regardless, that's completely meaningless. FE4 didn't have the Rescue command, but FE5, set in the same place, did. FE11/12 only didn't have Rescue because they were remakes of specific games that didn't have the commend. FE13 is not, and it's demonstrated many other things the previous Archanea games didn't have, including branched promotions, monsters, the teaming up system, and hell, a Lord not named Marth. Granted, most of these were also in Valencia, which is the setting for some of FE13, but that just means it would be even harder for the game to be bound specifically to the features of the Archanea games. Edited March 10, 2012 by Othin Quote Link to comment Share on other sites More sharing options...
Marthur Posted March 10, 2012 Share Posted March 10, 2012 FE4 didn't have Rescue. It did. Quote Link to comment Share on other sites More sharing options...
Espinosa Posted March 10, 2012 Share Posted March 10, 2012 He meant the rescuing/dropping function, not the staff. The capitalisation might've been misleading. Quote Link to comment Share on other sites More sharing options...
Othin Posted March 10, 2012 Share Posted March 10, 2012 He meant the rescuing/dropping function, not the staff. The capitalisation might've been misleading. Indeed. Edited for clarification. Quote Link to comment Share on other sites More sharing options...
Emperor Hardin Posted March 10, 2012 Share Posted March 10, 2012 Cullum reminds me of Roger. Quote Link to comment Share on other sites More sharing options...
Caladbolg Posted March 10, 2012 Share Posted March 10, 2012 FE13 is (initially) in Archanea. There's no question about that. Proof? Quote Link to comment Share on other sites More sharing options...
Othin Posted March 10, 2012 Share Posted March 10, 2012 Proof? http://serenesforest.net/fe13/img/070312A.jpg http://media.giantbomb.com/uploads/0/2714/882229-akaneiabigshadowdragon_large.jpg Quote Link to comment Share on other sites More sharing options...
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