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TopicMercenaries 5 Unveiling Topic: Now Hiring! [New Game]
KanzarisKelshen
09/13/18 2:19:42 PM
#172:


Lopen posted...
I still don't like that as a generic mechanic much. You'd need to make the exchange rate really low for it to not just feel like recharge has returned.

Maybe have some abilities that can do things like that, but having easily replenished ways to gain more AP undermines the mechanic.

Also I'll say I'm in the camp that thinks triggers should just disappear. Mercs 3 implementation was garbage-- we tried to clean it up in Mercs 4 and it still caused too many headaches. I don't think there's ever going to be a way to make them worth the effort. I'd prefer just being more aggressive with defensive passives/abilities.


Can you elaborate? Both on the side of how they caused too many headaches and what you mean by more aggressive defensive abilities

And yeah my thinking was a relatively low return rate. Like uhhh...1 AP for characters where fatiguing them is an actual price to pay in terms of making your team weaker both in terms of abilities and combat (say, Squall, Lloyd), 2 AP for really powerful battle monsters with great abilities (Selvaria) and 0 AP for ability slaves where you don't care too much if you lose em in combat (Bub). Fatigue durations would probably be a week or two at most, low enough to make you vulnerable but only for a brief time, and make the tradeoff of 'hmm this character is strong but gives me some AP...' more appealing.
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