Ideal Suikoden VI (for me anyway)
-Takes place in the Murayama universe.
-Return to a Skill system largely based on SIII, where you can tweak characters how you see fit. This allows you to use the characters you like, without worrying too much about their roles or stats. Of course, adding permanent skills like Untold Clarity and Sacred Oath on certain characters would help, too. Also, divide Magic skills back into Rune Element Based skills. This encourages only one magic attack rune to be equipped on one character.
-Increase the Difficulty level of the game to the likes of Suikoden III or higher, with a few Optional-Win Battles that award nice potch and rare items if you can win.
-Disallow the "Stacking" of Attack Runes like Warrior and Double-Strike. Make Fury and Warrior Runes Right-hand only, and just nix Double-Strike. This will help increase the difficulty level. Also, The magic Absorb Rune should recover 1 LV 1MP only, no more. The Warrior/Wizard Runes should function just as in SII and III, depleting DEF/MDEF by 50% the adding that number to ATK/MAG, not like in SV. Warrior/Wizard should be reasonable common in the late-game. Also, forget the Alertness Rune.
-Magic Incantation and casting time should be reduced by elemental magic skills, not by character SPD stat.
-Allow some characters to have skills that effect the entire party, like having Combat Trainer skill increases the ATK and DEF of all party members. Having Rune Sage increases casting speed and MP, etc.
-Allow a skill to raise MP to a small extent, up to 5 Lv4 MP for powerful mages at the end-game.
-Treasure Bosses. Not as easy or as wealthy as in SIII, but reasonably difficult. Base the Treasure Boss' stats on the Party's average level.
-Create various side quests for certain characters. For Example: witness a scene between character X and Y at the headquarters. This allows character X to go on a side quest and recruit new people. Side quests can be started and paused at any time from any Journeyman's crystal, but characters involved will be unavailable for party and war battles until their quest is complete. Completing these side-journeys will be necessary for recruiting all 108 stars.
-Chatacters' stats, skills and equipment effects their performance in Major Battles.
-The blacksmith can not only sharpen weapons, but customize them as well. They can add DMG at the cost of ACC, or add Continuous Attcks at the cost of DMG, increase ACC at the cost of Critical %, etc etc. This will help people customize the characters the way that they like. Also, add armor customization as well: add MDEF at the cost of DEF, Dodge rating at the cost of DEF, DEF at the cost of SPD, etc etc. This should be done by a second armorer/blacksmith.
-Limit party storage. But allow certain Support characters to increase capacity.
-Support characters have trainable skills along with battle members. Again, this allows players to use the characters they like best. Certain characters will excel at certain skills, but it allows you to have a character with, say: A-Potch Finder and B-Healing
-6 characters per battle, all independently controlled.
-Battlefield movement, like is SIII, but heavily refined.
-Make the Defense command more prominent. Give characters the option of defending, then stepping forward to taunt nearby enemies to attack them. Or Defend and step backwards to create space. Defense also greatly increases chances of counter attacking. So much so that the Warrior/Counter rune combo will allow a tank to deal reasonable damage with just the defense command.
-Long Range characters also have short range weapons for self-defense. For example, a Bow and Long-Knife combo. These get sharpened and customized together, but allows for the Long-Range character to Parry incoming short range attacks. Also, it is not so awkward when someone tries to use a Bow against an enemy 2 feet away.
-Enemies have AI, not just a list of skills to randomly select from. They will systematically target weaker characters -if that character is in range. They take into account a character's strengths and weaknesses, as well as their own. They will heal themselves and other party members when necessary. This gives boss battles and some random encounters "personality," as the AI is customized to fit the personality of every enemy. For example: Yuber would simply attack all out with his strongest abilities, while Neclord would summon ghouls and use them as fodder to protect himself while he casts powerful spells.
-Magic casting can be interrupted by physical attacks, but not magic. The faster a spell is chanted, the less time the caster is vulnerable and the less likely it will be interrupted. Being attacked while chanting will increase DMG taken by a small amount.
-Basic and Advanced elemental runes will be able to use unite magic for every level. And each level will have different effects. For Example: Water Dragon Lv1 will deal 100+DMG to one enemy, 100+ Healing for each caster, and a chance of inflicting sleep on the target. Water Dragon LV 2 will deal 150+ DMG to all enemies within a medium area, and heal all allies for 150+ within a medium area, but has no chance of inflicting sleep.
-Also, Unite Magic for Resurrection + Shield will be available. And Unite Magic for Pale Gate + Darkness will be available.
-Using Unite Magic, Unite Attacks, and Skills properly will become necessary for winning in the later game. Without these, your party will be too weak to survive.
-On that Note, the power of Unite attacks should be raised to that of Suikoden II.
-Transform Duels into a Super Smash Bros- style game. The basic Guard > Special > Attack > Guard system can remain, but assign each one buttons and make the Duel Real-Time. Reading your opponent's expression and stance will give clues as to their next attack. It does not need to be too complex or difficult. Also, make a Mini-Game accessable from the Main Menu and from HQ where different SODs can practice fighting against one another. If you have some friends over, you can play this Mini-Game, as it is easy to pick up and play.
-More Mini-Games. Including the return of Chinchinrorin and the Theater Mini-Game, Rita-Pon, etc.
-New Game+ function, but with a selectable difficulty level.
-Battle, Major Battle, and Duel Battle Tutorials available from the Main Menu.
-Free Downloadable Content featuring Armor Sets, Runes, non-star characters, and even an extra Dungeon with a new Treasure Boss.
*Edit: Some Rune Changes
-Earth Rune gains some magic not seen since SI. LV1: Clay Guardian, LV2: Voice of Earth, LV3: Vengeful Child (Nullify Magic) LV4: Earthquake.
-Water Rune returns to its Suikoden II form. LV1: Kindness Drops, LV2: Protection Mist, LV3: Kindness Rain, LV4: Silent Lake.
Last edited by Rooks
on Sat Oct 08, 2011 4:46 pm, edited 1 time in total.
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