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Favorite Objective Type in Fire Emblem?


Jedi
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Objective you like the most  

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  1. 1. Objectives



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Over the course of the franchise we've had a select number of objective types, which variety has been your favorite?

Also yes Arrive is different than Seize. Usually the map design is different than usual to accommodate a rush or something. (plus the Lord doesn't always have to do the arriving). 

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I voted for defense with side objectives like visiting villages (chapter 14 in FE5, chapter 10 in CQ) a / o killing boss (chapter 2-F + 3-13 in FE10) because on the one hand you have to play slowly and carefully, but on the other hand you're also forced to risk sth. because you're under time pressure to get these villages.

Alternatively I'd go for stealth escape since it tests you how good you can deal with enemy's movement ranges.

Also rout and escape missions with a given turn limit are fun.


Edit: Since arrive and seize are separated, you should do the same with defend and survive.
Defend means that the enemy must not reach a certain spot while survive only means to survive with the lord. Defend is the more challenging mission objective.


Speaking of that Idr if chapter 14 in FE5 was a defend or only a survive mission. 

Edited by アリサ ラインフォルト
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Where is the "Recruiting Xavier" option!? Should be an objective of its own!! :D

Defend/Survive and when it is more of the escort variety. Like the villagers evacuating Tahra in FE5.

Something about being constantly in fear of the "I AM A GREEN UNIT" guys rushing to their unfortunate doom...

Edited by MadJak91
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Ever since Waracraft III, I've had a certain fondness for defense maps, especially if they involve some sort of intriguing side quest or objective that forces you to also do something outside of your fortifications in order to get some sweet loot. Conquest chapter 10 is my favorite map in terms of gameplay in the entire series for this reason.

I wouldn't want all maps in a game to be defense, but more than one would be most welcomed.

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I really like survival, they time a limit that I'm oddly a fan of and without the stress of making point A is defended. I really love stuff like Conquest Chapter 12/15/18, that has multiple objectives within a certain amount of turns. I've playing a little of FE 6 and I'm loving the everything is seize objective; it allows me to get all the chests without worrying about the chapter being over before I can.

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Defend certainly has potential to be thrilling, even if it isn't always done right. Survival on the few occasions we've had it, is generally a pale imitator of Defend.

I'd like for them to try compounding main objectives more in future games.

Spoiler

As a lover of FE10's River Crossing and its "burn all supplies in 15 turns" objective, and with an awareness of Dynasty Warrior's Battle of Guandu, I have in mind a battle of attrition as an example of compound objectives. On the one hand, you must defend your base from enemy invasion, but on the other hand, this battle will just go on endlessly unless you're able to deal a decisive blow to the enemy. And this blow would be destroying the enemies supplies (either you destroy them on the map yourself, or you escort some N/PCs to an escape point, and after a couple turns, you receive word they've successfully smashed the enemy's supplies). Either way, this sends the enemy's forces into an immediate panic, and renders them incapable of holding out in the long term, which thus forces them to surrender the battle or flee.

We could also mix Seize/Arrive and Defend as I once described before. Take from the enemy a valuable fortification or a port or something. Upon being captured, the enemy will not simply flee, they'll realize your control is yet weak and commence an immediate counteroffensive to reclaim the lost installation. Only by holding onto your newfound territory for several turns will you convince the enemy to retreat/allied help will arrive.

We can even make Rout/Defeat Boss novel with some compounding. The hero is tasked with raiding the enemy's camp and killing some important members of their forces- either officers or elite cavalry or fliers for instance. Once you've killed all the targets (which make up only a few of the total enemy units) you must pull out ASAP, as enemy reinforcements are approaching with every passing second. This is the escape part of the battle.

 

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I like defense/survival objectives most, but I think it's good to bear in mind that an objective is nothing without good map/enemy troop design.  The poorest defense chapters will be all about sending stat walls to chokepoints with no thought put into them, while the best (like Chapter 10 CQ) may have you thinking about risk versus reward and fliers bypassing chokepoints.

I think escape, arrive, and defeat the boss chapters can also be good if designed right.  Endgame bosses sometimes are really anti-climactic, though.  But damn was it satisfying when Marth's second hit on Medeus in my first playthrough of New Mystery was a crit.

Rout the enemy chapters get dull after a while, but in the beginning chapters they can work well to ease you into the rest of the game.  In the late game, it can just turn into "push stat wall into enemy until enemy is no more" and then it's a wrap.

Seize chapters are fine because they give incentive for you to use the lord characters.  At least, in the games where the lord is the one who has to seize.  Though even the best seize chapters aren't all that tactically challenging when compared to the best defense or survival chapters.

A great FE game would have a mix of different objectives to keep the experience fresh and to challenge you in various different ways.  All objective types would get dull after 26 back-to-back repeats, especially if the map designs don't change all that much.

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A variety of objectives is always nice, but if I have to name one, I'd say Defend. You are required to hold a position but a good defense map will give you additional rewards for being bold.

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Seize because it can carry a game in a way that none of the other objectives could hope too (doing any of those for the whole game would be extremely tedious, except for defeat boss/arrive, both of which would just be slightly less interesting seize variants if used for the entire game).

Edited by Refa
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48 minutes ago, Refa said:

Seize because it can carry a game in a way that none of the other objectives could hope too (doing any of those for the whole game would be extremely tedious, except for defeat boss/arrive, both of which would just be slightly less interesting seize variants if used for the entire game).

Yeah the design of Seize maps tend to be the most varied ones, maybe its because a few FE's lived by Seize and Seize alone.

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4 minutes ago, Jedi said:

Yeah the design of Seize maps tend to be the most varied ones, maybe its because a few FE's lived by Seize and Seize alone.

It's probably more that it's been explored the most over it having significantly more potential in that regard, yeah.  Despite it being my preferred choice, I feel like most other objective types (except rout) have the potential to be more interesting depending on how they're designed.  I just don't think I could ever stomach a game full of them in the way that I can with seize, which is why I didn't vote them.  Also there's something about seize that feels very fundamentally Fire Emblem; I can think of other SRPGs that do the other objectives but not seize (at least off the top of my head).

Rout has its place in Fire Emblem/SRPGs in general but is a pretty pedestrian objective overall.  Also it's a pain to LTC, so there's that as well.

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Tbh tactics is fun but I'm a fan of MURDER THINGS UNTIL THEY ALL DIE (Rout).

 

Those are just my favorite objectives though. The same type of objective over and over again gets boring. I can forgive old Archanea and FE4 for it but in the other games I like variety.

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8 minutes ago, Refa said:

It's probably more that it's been explored the most over it having significantly more potential in that regard, yeah.  Despite it being my preferred choice, I feel like most other objective types (except rout) have the potential to be more interesting depending on how they're designed.  I just don't think I could ever stomach a game full of them in the way that I can with seize, which is why I didn't vote them.  Also there's something about seize that feels very fundamentally Fire Emblem; I can think of other SRPGs that do the other objectives but not seize (at least off the top of my head).

Rout has its place in Fire Emblem/SRPGs in general but is a pretty pedestrian objective overall.  Also it's a pain to LTC, so there's that as well.

Yeah, Seize is very much a Fire Emblem thing, unless you count Ogre Battle taking the main enemy fort, but they have vastly different design mentalities.  

I also agree with Rout being kind of a pain or dull at times, which is why, while I find Awakening a fun game I don't replay it very often.

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I voted escape for my favorite because I think it's the most challenging one.

Rout the enemy and a lot of seize and defeat boss maps are designed with a "your army vs. their army; fight to the death" mentality that just doesn't offer the same level of challenge or depth as the "you're up against an army you have little to no hope of winning against" that escape maps tend to be designed with. Defend and survive maps have a similar mentality, which is why they're close seconds for me.

Still, I think the majority of battles should be "plain" rout enemy, seize or defeat boss maps. And seize and defeat boss maps do have the potential to be more than just "your army vs. their army; fight to the death" (for example, a side objective requires you to seize/defeat the boss quickly or you're up against an army that's too strong for you to fight head-on).

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