I could see Haschel with nunchucks or a bow staff. That was less nuanced when it came to healing items, which using them turns the game into a cakewalk. Japan Studio went all out on explosive magic effects & bombastic attack animations. I would suggest developers make it so that last action would necessitate a swing/half-rotation of the control-stick from a downward position to the upper-left position. In any role-playing game, your characters will lose health. A timed mechanic for blocking incoming attacks. - To replace weapons that added elemental dmg in the original game, I think it would be cool to give certain characters weapons that break the usual weapon-type they normally use. And yeah, the freedom to swap out Dart is something most people would ask for. But I hope this game gets the Remake it deserves should the day come Sony decides to bring this IP back into the spotlight. While this mechanic is great in general, cause it frees up to player more choices mid-battle, the reason its great in FF-X is how it enhances the utility of each character. Each character could have a limited number of item(s) they can go into battle with? I'm on the 3rd disc and while I know a remake is unlikely I can't help but theorize ways devs could make this game rake-in money, while making OG fans happy. Maybe certain characters have that ability innately, or it's linked to a specific legendary armor. In LoD you take charge of 3 characters at a time, battling herds of evil monsters, which is … Here are a few ideas I have for the battle system as a whole, that I think could do just that... - Keep it turn-based. Tranquility and harmony exist between all. The enemy's EATB was implemented, but didn't work properly in this testing. © 2006-2017 gametabs.net. But 4 party members would is a great idea if devs don't go down the 'party swap' road. - Additional EXP or rewards at end of battle for flawless addition execution. Certain enemies would have strengths and weaknesses toward a particular weapon-type. It's kind of a vision thing, so maybe it's not something everyone could understand just reading this. And lastly, Shana canonically isn't able to really harness her magic, so that too would be out of place for her to being casting spells (aside from 'dragoon magic'). Here they are and they are paired with their opposites. Just look a 'Persona 5' and you'll see an engaging game that has a nice pace to it. Players explore the world of The Legend of Dragoon by following predetermined routes on a linear 3D map. I'm kind of stumped on items when it comes to this game. You can usually attack first and the battles are turn-based. The goal of every battle would be to "transform" into Dragoon. But Dragoon has plenty of other intriguing elements to capture the fancy of RPGers. DRAGOON (Disconnected Rapid Armament Group Overlook Operation Network) is a control system developed by ZAFT to guide remote weapons. I know certain weapons in the original game already have elemental damage, but I would make those weapons extinct (they're only useful up to a point in the game where the weapon is outclassed) and reserve that mechanic exclusive to being in Dragoon mode. More importantly, while in 'Dragoon Form' their physical attack has 'elemental type' damage as well. But politically-correct crowds might wave a finger at that character since he borrows a lot of elements from the Native Americans. Players can perform an Extra Action (EA), with another character, mid attack, or when using items. - OK. As far as delving into the additions themselves, I would suggest keeping them very similar to the original game in the way it the pacing reflects the character's battle rhythm. Rose, Albert/Lavitz and Shana/Miranda would be "Pierce". The battle system is much like most RPG's. But as mentioned previously, it takes a lot of work to be able to use any kind of magic--and not every character has a healing spell. To spice it up however, I suggest making it even more reflective of a characters actions. [post-edit note]**The "weakness" or "resistance" could just be a matter or more or less damage. GameHacking.org - Since 1999. Or just make SP transfer idea an exclusive ability to an individual character? Also giving Kongol tank-ish abilities to accompany his tank-ish stats would go a long way to redeeming his utilization in a party-swap battle system (or in general, really). - The ability to exit Dragoon mode. If you have a sphere of influence, small or large, please spread word of our campaign to relevantnetworks and news outlets. This has been requested by pretty much any and every "wish-list" in requests to publishers to remake this game. I would want to explore more in the future with what they could do with that. Each character gets their own Time Points bar that goes up to 4000 (will be changed) and goes up based on their speed. All it does is give the player more HP to work with. - Politically-correct climate. The Reddit branch of the global, unified community for Legend of Dragoon. So long story-short, IT IS something to consider if you were a Publisher putting out a product in today's climate. At the end of each route are various representations of areas for … As I said in the original post, I am currently playing through Legend of Dragoon. Xenogears is pretty darn good, but it doesn't stack up to the other two in my opinion. I'm having to come up with alternate strategies to keep my characters alive (using the shield a lot early on & going into dragoon-mode more at more calculated times as well). - Get rid of the shield mechanic. Accentuated only by the vocalization given at the end of a successful addition (but of course!) I like that idea. There are eight elements in Legend of Dragoon. Connect with fellow fans on social media! A new standard of RPG game which encompasses both splendid visual images and comprehensive battle system. In my defense however, I think a lot of these changes simply adds layers, while keeping the DNA of the original battle system intact. Now if they overhaul the enemies to allow for more "elemental-fun", that might be a different scenario. Feel free to add any suggestions or comments you might have, but I think the ones I've listed would enhance the gameplay elements 'Legend of Dragoon' already has going for it and any further necessary changes would feel very organic to the original game. And making Dragoons more important to win condition, is making Legend of DRAGOON, more Dragoon. Like and RT with the #RemakeLoD hashtag. Monsters wait for you to attack before they begin their own. Just give me in battle party swapping and Iâm good. General Information. The legend was born 10,000 years ago. - Possibly 4 characters fighting at once. In a bid for freedom, the humans harness the spiritual forces of Dragons and triumph. Comment suggestions I want to add on here... - The ability to block enemy attacks via a timing mechanic (somewhat similar to additions, where you have to hit "x" or a certain button at the right time). In a theoretical remake, if items were a thing, I'm sure devs would just make it so they could. And within that battle system, the Additions combat system could be modified to keep battle engaging, but a little less draining. - Party members that are being swapped-in would need their SP limited. Simple change that adds a dose of diversity to party construction without it turning full Suikoden (which isn't a bad thing either, just that would be a huge departure and I think the goal would be to keep a potential remake feeling like the original game). Take the battle system, for example. That doesn't have to do with magic, per-se, but these all give characters unique "tools" that add layers to what the game already has. Looks like you're using new Reddit on an old browser. But there's no denying that the culture of today is VERY different to that of the year 1999. This is because they're all essentially tools and each has a proficiency that others don't. Privacy Policy It may not be overly explicit on the character menu or HUD, but would be explained in the tutorial or via dialog. Dragoon is purely turn-based. Of course changing the SP system in turn means messing with the addition system. Those who have played The Legend of Dragoon on PS1 know of its magnificence--the unique battle and leveling system, the timeless story filled with adventure, love, loss, the world's epic lore and history, all with music that rivals any of the other greats. See I don't think party swapping by itself, without adding other mechanics, really shines with Legend of Dragoon's battle system. And it is a must, if you ask me. Figure there are 7 total playable characters, so 3 or 4 would make sense since it would make the player choose from roughly half of their roster whom they wish to be out in the frontlines. It is an absolute tragedy that this game has been cast away.Yes, a sequel would be great, but at this point I'd be happy with a remake, a reboo -Addition Swap in battle with a hotkey in battle (L1 + R1). maybe that's okay with some enemy balancing). This mechanic works more in the original battle system, but when additional magic is possibly added, and more HP pool is being used when combining all party members in every single battle, it isn't needed really. Yes, we know--it's certainly not the most inspired story line. This would require more enemies that have elemental-types themselves that are more "visually obvious" so that players could deduce their apparent weakness, both in weapon-type and element-type. Dart and Kongol would be "Slash". I have ideas for Shana's additions, but I feel I've typed a lot here, so I'll leave it there. In 2000, Sony's SCEI unit released The Legend of Dragoon ... A two-tiered battle system, allowing for new skills and animations, could keep battles fresh and strategic. Wakka had ranged attacks, Lulu would be able to cast spells, and so forth. Simple button pushes go a long way into giving you a 'rhythm in combat' that mirrors each character's personality. The trick is to not make it overly complicated in the process. Weapons and Armor should be categorized more specifically as Category:Weapons and Category:Armor. That being said, things can be added to the battle system that enhance and modernize the qualities that made these battle mechanics great in the first place. Sorry dude, but if it has a solid fanbase and was praised for its original battle system, awesome story/background and general epicness, it's entirely justified, if anything, YOU have a pretty poor taste in games. My brother recently bought LoD from a pawn shop while we were on holidays, I haven't played the game in several years but I love the battle system just as much as I did back then. For some reason, Legend of Dragoon was one of those games I missed back in the day. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. All of these weapon-types are intuitive to the characters usual method of attack, so this is seamless integration here. I think that would be made even more strategic if every battle started everyone with depleted SP. Not sure what's going on with what you are seeing but this post is currently on the top of the page for me. Just give it a few more layers. The Legend of Dragoon is the best game ever. Though I would like interaction with Shana/Miranda's attack, but that game kinda trashed both of them so hard I don't think even with interaction I'd ever want to use them end game. I'm not sure how to go about restricting this, perhaps SP transfers to characters being swapped-in? Legend of Dragoon - Extra Action Turn Battle System - YouTube Potential Obstacles of a Remake Not Many Have Addressed... - Game length, multi-discs. This would probably also necessitate a change in the addition execution (or new additions altogether). FREE Returns. And making Dragoons more important to win condition, is making Legend of DRAGOON, more Dragoon.**. User Info: InfinityZERO. Share media or discuss with other redditors. FREE Delivery Across Argentina. So if they wanted to spice up her character post-reveal with a neat ability, that would still be cool. Turn-based doesn't have to feel like ancient game play. Welcome to the Extra Action Turn Battle (EATB) System v0.5. While Meru and Haschel would be "Blunt". The legend was born 10,000 years ago. That being said, the primary reason fans want this is since in the original game, dragoons can't use items. A number of Dragoon Icons will appear when you use this on a character's turn in the order they are in the menu (from left to right). I personally disagree with the sentiment that the fact the character does borrow from those traits is somehow disparaging of the Native-American culture. At that point make faster characters more as a tool for SP building. Typically, the best way to regain this lost health is healing magic. - Dragoons use additions as their physical attacks, or better yet special additions exclusive while being in 'Dragoon Form'. His race is Gigantos. The best thing about The Legend of Dragoon’s combat system though is actually how it looks. For example, The Legend of Dragoon has quick-time events as part of its battle system. Also a mechanic would be in place so the player would be able to determine who the next few turns are going to. The Legend of Dragoon is a traditional Japanese RPG developed by Sony Computer Entertainment Inc. for the Sony PlayStation; released in June 2000, the game spans 4 CD-ROMs and features a story about the return of the legendary dragoon heroes.The game also features a unique battle engine called "Addition" (see the Battle System section) which allows for timed button … Use of any tablatures on this site without permission of the tabber is prohibited. A bloody war. - I'm taking out the bit about giving characters magical qualities while out of Dragoon mode. I mean besides that maybe there is some minor decisions to swap in tank-ier characters if an opponent is about to unleash a super strong attack. You could have different classes of enemy-types that have inherit weaknesses to all members within its class. Once the player's EATB is maxed it does not increase.Thanks to Ongan-San for the idea from the comment in the Breaking the Battle System video.---MORE BLURB---I was thinking of increase the player's EATB to 8000 and adding a cooldown, but the cooldown will affect all three characters, also the cooldown will stack.Lol I fixed it now. This is "Legend of Dragoon". So that got me thinking of revamping the SP system. Which while adding another layer of complexity, could be fun and wouldn't be required by the player to master. For example there is a distinct upward brush of the sword when Dart executes his "Burning Rush" addition. Game Menu The Main Menu Status ace items and Weapons When it comes to the what needs changing, my philosophy is that the battle system mechanics are what needs the least amount of changing. For the players, when their bar is maxed out you can execute an extra action. We do not condone spam or inappropriate advertising. Also it sounds like you have put a lot of thought into this. a game with similar battle system. A violent uprising. Meru is a Wingly. And I'm not talking dialog here. The elemental aspect doesn't shine as well as other RPGs in my opinion, too. Might make for some interesting strategy if the player uses a certain character that naturally builds SP quicker, or builds SP safer if they has stronger defense or higher HP, only to be swapped out with another character to immediately transform into Dragoon mode. Pretty much every game has items, but on LoD they made an intentional decision to limit the amount of items. Legend of Dragoon is a fine production as far as its visuals are concerned, but the combat system, story, and character development leave the graphics … 75M+ Products. You don't have to "choose" between party members within the span of a full battle. So swapping to get optimal elemental damage would be only here and there. Kongol might have a improvised weapon of sorts (I dunno, just a fun idea wouldn't be earth shattering, but could be cool mechanic to change things up). 2000 was a PACKED year for RPGs, I mean you had Chrono Cross, Valkyrie Profile, Skies of Arcadia, Grandia 2, FF9, Vagrant Story, Front Mission 3, BOF4, just to name a few... but over the years I learned that this game was a major hit in America (maybe the best selling non-FF game). - Despite above paragraph, Haschel having chi-abilities would be canonically accurate, and would be a a fun idea adding to his arsenal (if kept in check, not looking for super-saiyan). The Age Of the Dragoon The Legend of Dragoon The Rules of Warfare Hit Pants Elements using Command Icons in Battle Attack Icon Guard Items Run The Screen Fighter Selection Battle Alerts Multi -Attack Post Screen Finding the Way Maps 14 14 17 20 22 to Find Save Lodging Buying and The Menu The In. 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'Ll just build up the enemies EATBs, which does n't have to feel like game... Please legend of dragoon battle system word of our campaign to relevantnetworks and news outlets the culture of today VERY..., please join our Hashtag campaign Burning Rush '' addition, which using them turns game... More turns with the new adjusted values that and being able to mess around with that fact which ends a. The `` weakness '' or `` legend of dragoon battle system '' could just be a different story ) works the! Most RPG 's of a hybrid of turn-based and real-time battle use Twitter, please word. End of a characters actions ( but of course changing the SP system, landing successful attacks with the adjusted! For distinctive blows or certain characters have that ability innately legend of dragoon battle system or certain only! Came to healing items, which ends with a neat ability, that might be different! The game she conceals that fact altogether ) Category: weapons and Category: weapons and Category: Armor 'll... Other mechanics, FFX would be a different scenario n't go down the swap! Turn based while still getting you involved that I love is VERY different to that of the button be...
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