While that might be a hinderance if a certain character doesn't type-match well to the enemy at hand, that point would be mostly moot due to my following battle mechanic suggestion... - Characters would be swappable in battle (yes.. similar to Final Fantasy X). Each enemy gets their own Time Points bar that goes up to 5000/6000/7000 based on how many enemies there are. - 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). That's the beauty of party swapping though. Having a timed element for blocking, similar to Mario RPG, would be a nice addition. This is "Legend of Dragoon". Adds more freedom of choice, which allows for more strategy. And within that battle system, the Additions combat system could be modified to keep battle engaging, but a little less draining. Of course changing the SP system in turn means messing with the addition system. Fighting centers on "Additional" attacks, which require you to nail a series of carefully timed button presses to trigger a powerful finishing blow (see sidebar). That was less nuanced when it came to healing items, which using them turns the game into a cakewalk. But I think there is a way to go here. 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). And yeah, the freedom to swap out Dart is something most people would ask for. But I think there is a way to go here. - I'm taking out the bit about giving characters magical qualities while out of Dragoon mode. VII does not and is sort of a hybrid of turn-based and real-time battle. Can't see my post on the r/legendofdragoon thread page. General Information. - The ability to exit Dragoon mode. Will probably upload a Zieg version to show how it works with the new adjusted values. I don't know, but solving that and freeing up a larger inventory for "out-of-battle" items, would make item management outside of battles a lot more hassle free. If you use Twitter, please join our Hashtag campaign! Just make it a standard block, which doesn't heal a percentage of HP. I might add to this list as I think of more. The reason for this is that it takes the traditional Active Time Battle system, but adds an interesting twist (well what seems to be interesting at first). This would be to prevent the player from starting every boss battle with an onslaught of 7 Dragoons fully charged & ready to go (or maybe not? More posts from the legendofdragoon community. 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. I'm not sure how to go about restricting this, perhaps SP transfers to characters being swapped-in? So I think OG fans should be amendable to changes in the wake of a remake (remaster would be a different story). The Reddit branch of the global, unified community for Legend of Dragoon. Buy The Legend of Dragoon - Playstation. For example, if Dart has up to Burning Rush (3 additions) and has Burning Rush selected going into battle, 3 dragoon … You can usually attack first and the battles are turn-based. The Legend of Dragoon is the best game ever. Also certain pushes of the button could be more interactive if certain actions required the hold the button for a duration. More importantly, while in 'Dragoon Form' their physical attack has 'elemental type' damage as well. FREE Delivery Across Argentina. Xenogears is pretty darn good, but it doesn't stack up to the other two in my opinion. Looks like you're using new Reddit on an old browser. This is because they're all essentially tools and each has a proficiency that others don't. That and being able to swap Dart out of the party. 75M+ Products. FREE Returns. ... Legend of Dragoon in my opinion was way ahead of all other JRPGs and still is ahead of many JRPGs of today that still make the same mistakes. - Party members that are being swapped-in would need their SP limited. One thing that comes to mind is the character Kongol. Wakka had ranged attacks, Lulu would be able to cast spells, and so forth. He's great and all, but I'd love to be able to mess around with party configurations that don't include him. And the more you understood how to use battle-items to your advantage, the more game breaking it became. With those extra mechanics, FFX would be simply swapping characters for different physical/magical stats, or to reprieve a character with low health. For the players, when their bar is maxed out you can execute an extra action. But for a good portion of the game she conceals that fact. If the original game took a more lenient approach toward item count, would it have drastically changed the difficulty of the game? While The Legend of Dragoon features a turn-based battle system, the player needs to actively participate in combat rather than just choose moves from a list and then watch them happen. -Addition Swap in battle with a hotkey in battle (L1 + R1). So that got me thinking of revamping the SP system. A lot of what players like most about the Legend of Dragoon is the battle system, specifically additions, and how expressive they are. Be sure to do so with respect, however. But the A peaceful beginning. Just look a 'Persona 5' and you'll see an engaging game that has a nice pace to it. I know, shocker considering all I would like to see devs fool around with. Just give me in battle party swapping and Iâm good. 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. 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). A violent uprising. I really like your ideas! I go into items in my original post, but in short, there's going to have to be a way to balance items to allow for easier item management outside of battle. I'm currently running through the game doing a "No items in battle" playthrough and it really does spice up the boss battles. 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. Turn-based doesn't have to feel like ancient game play. But politically-correct crowds might wave a finger at that character since he borrows a lot of elements from the Native Americans. But 4 party members would is a great idea if devs don't go down the 'party swap' road. Now if they overhaul the enemies to allow for more "elemental-fun", that might be a different scenario. The system allows a single mobile weapon pilot to control several smaller weapon pods to attack enemies from different angles, using a quantum communication network (that functions on similar principles as the Quantum Computer Virus Transmission System) to send signals to mo… In addition to that, ANY form of elemental damage (magical too) would be exclusive to Dragoon forms (that extends to items as well, which I go into later in this post). Should be worth mentioning a theoretical LoD Remake would also be broke-up in several games, unless they boiled down to story to an extent (which wouldn't be the worst idea imo, if they expanded on others). And I'm not talking dialog here. Legend of Dragoon - Extra Action Turn Battle System - YouTube Weird. Perhaps no items at all, or certain characters only have the ability to use certain items? maybe that's okay with some enemy balancing). 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. So long story-short, IT IS something to consider if you were a Publisher putting out a product in today's climate. You could have different classes of enemy-types that have inherit weaknesses to all members within its class. But even this isn't addressing the real flaw in Legend of Dragoon's battle system. This has been requested by pretty much any and every "wish-list" in requests to publishers to remake this game. Each character could have a limited number of item(s) they can go into battle with? And hilarity ) in the original, I 'm kind of stumped on items when it to. Post-Dragoon Transformation ” battle system is much like legend of dragoon battle system RPG 's borrows a lot,. But did n't work properly in this new SP system, landing successful with... Know, shocker considering all I would like to see devs fool around with of RPGers, Haschel ``! 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