Final Fantasy Tactics 2 - Ideas

Lord_Jaroh

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Hey all.

I figured I'd start this thread to share my ideas and see what you all thought, as well as to hopefully get new ones. Mainly as this is one of the greatest games in existence and they haven't made a true sequel to it (which is a huge crime against humanity in my opinion, :) ), I figure it'd be fun to muse what a second Tactics would be like.

I guess since I posted the thread, I'll start.

Locale:

I would like the game to stay in Ivalice, but much broader. Granted, I haven't experienced FFXII yet, so I can't comment on what they did to the world and how it crosses over with FFT, but I would like to see an expanded Ivalice with maybe even more to explore (kind of like Final Fantasy IV did with an underground and the lunar surface).

I would also like to see a world map to actually travel on, abolishing the linear style map jumping from point to point, using hotspots on the map to determine where the battles were to take place. Having explorable cities, dungeons, forests, etc. would just make for a far larger game.

Story:

I would like to see the story centralized around a war of sorts. A serious topic makes for a far more excellent game, and war stories always seem well done. It could be done far past the time of Ramza, or even directly following. I won't get into too specific, as the game could be done very well with any sort of storyline as long as it follows the way the first was written. Keep it human (ie. identifiable to those who play it), keep it serious (I hate "stuck in" humour, which is done so often in Hollywood movies. It just seems far-fetched to have it in there.)

Humor with ironic situations and such is alright, just don't overdo it. An example would be Gimli in the Lord of the Rings. His butt of every joke position seemed wrong, designed to bring laughs and lighten the mood, but in effect detracting from the overall experience of the movie. The story should be adult, dark, deep, gritty and above all real. Epic would be a great way to design it. The game should be based on the story, with the characters reacting to it, rather than the story centralized on the characters and having implausible situations happen around them.

I would definately go with more sidequests and such so that the game isn't so linear, with maybe more options on possible endings, depending on who you finished the game with or what quests you did. You could even have different bosses depending on the story branch you took, so that there is a different way to play the game through on a repeat performance.

Characters:

No Steiner characters please! Keep the characters fitting to the story. That said, I want a large cast, much like the first, all with their own backstories. I would rather stay away from the crappy cute/funny/pointless characters (Mog, Amarant, Quinna, etc.) They are alright to have as story elements as long as they are not too prevalent or overdone, but they are not good characters to base a team around. Ultimately 25 to 30 characters would be ideal (including hidden characters), with a list of up to 50 for created ones.

I would like the main character to be a competant person rather than a pretty boy, metrosexual character like Vaan and not a whiney suck like Tidus. I'm thinking more like a Cyan character overall, or General Leo, or Cecil of old.

Hidden characters, I do not care for as much. Seeing Cloud in the first game was a little unsettling, but I can see it was more fanservice than anything, and at least the story didn't centralize on that, and as well you didn't have to get him. But I would rather have hidden characters that are within the game itself and unlockable say with a new game plus sort of idea. Think of playing through Final Fantasy VI and upon beating the game, you had a chance to get General Leo, Seigfried, Banon, Vicks and Wedge even based on certain actions, or possible dialogue options that opened up in new game plus.

I would like to actually take out the monster egg and gaining monsters for your team, unless it was only 1 and a story based event. Having monsters constantly lay eggs and taking up slots for other characters was very annoying rather than neat, and the monsters overall served no purpose because they couldn't gain anything really from leveling up other than a couple of skills, not like characters.

Party and Fighting Area:

I would like the fighting area to be broadened. Think Shining Force like, but not quite that big. As well, I would like more options for limited battles, where you only got a couple of characters to take with you or even larger battles where you could take a ton. I would like to see split style maps, where you had to split your party beforehand and you had to reach an objective with one (or two) parties before the last could progress. Even having a split style for a while like in Final Fantasy VI where you split up your available party members to go in different directions in the story on the map for a while.

Having more meaning to traps and such would be interesting too, to make them more deadly or even more interesting would be neat, and it would give a need for skills to learn to counteract that.

Disgaea had a neat system for party assists and such. I would take that and broaden it to being able to set your characters to be offensive, defensive or middle, so that you could choose to defend a character if you knew he was going to be ganged up on. I would leave out the pyramid system/throwing system as that seems a little too far fetched for the game though.

I would like the map to be fully rotatable and scalable however.

Style:

I could go one of two ways I think. Either keep the same sprite-based design in the first, or else go full bore with fully 3D and more realistic looking characters. I know I wouldn't want the 3D superdeformed ones though (Final Fantasy VII overworld or the upcoming Final Fantasy III). They seem to detract from the serious nature of the story overall.

Using the 3D aspect would enable you to have equipped armor actually have a visual representation on the characters which would be nice too.

Gameplay:

I would definately keep the same style of gameplay. It wouldn't be Tactics without it. I would definately work on the "math" behind the game though. A lot of it was very "glitchy" as to what it displayed and what actually happened (like the percentages of attacking or being hit). I would like more to be done with the birthsigns/brave/faith though, to make them more important to the game somehow.

I would either get rid of the job ideas where you can go to a tavern to lose a character for a while to get something in return, or else I would make it far more in depth, where you can gain new abilities for that character to use (that wouldn't require a slot for example), or more hidden items/places/people and such to unlock through it. It was mostly pointless as it was in the first game, so it should go or either give it a reason to be there.

Classes and Skills:

This is where I would borrow an element from Disgaea and have upgradable classes. I would like more than just a palatte swap though, with having the upgradable classes be more unique from each other. It would also enable a way for you to have those classes that you saw in the game on other story characters but could never get yourself (like Holy Knight or Assassin or Dragon Knight, etc.).

I would like each individual class to have something about it that was more unique though, to give you a reason to play each class, beyond their inherent skillset. Plus you could give each class an ability that is unassignable to another class.

I would probably get rid of the certain sex only classes, just so that neither males nor females had some sort of inherent advantage over the other based on the classes they had access to. Or else I would make the sex only classes different in name only, but their abilities would remain identical.

I would like each created character to maybe get a special ability that is unique to them only as well, to make them feel truly unique (much like Ramza's Guts was different than every other squire's Guts). Make it random, and have a large set of these skills to draw from. Some could be inherent abilities that act passively (like an increase to attack or damage) or it could be a skill that you actively use (like a special attack that only he could do). Make each "list" of accessable skills separate for each class, so that only certain classes have access to certain skills.

You could have some classes and abilities only unlockable on new game plus as well, to give you more reason to play through it again.

Creatures:

I would like to have more variety in creatures definately, beyond just a palette swap. I would also like to see multiple tile sized enemies, so that they can be ganged up on, but it would also make things like Dragons/bosses seem more imposing and such.

New Game Plus:

This is definately something that is needed, but it needs to be expanded upon. You could have different stories show up to be followed, many new areas to explore, new items, new abilities, new classes etc, as well as unlockable characters to use that would give you more reason to play through the game.

Keeping your characters the same level would be nice, but if the cap is only 99, you would probably max out pretty quick, so maybe upping it every new game plus might be neat (although keeping the enemies challenging would be necessary too). Going Disgaea's route might be overkill, unless the enemies can get radically tougher.

Well, I think that's all I've got for now, so tell me what you think, or how you would do the game yourself.
 
Wow thats alot of stuff and ideas though my hopes of another sequel are very low, it wasent a very big hit so I dont think they will be making a copy, and BTW i think tactics games are dying away, theres not many left and most are getting discontinued or just forgotten....
 
Sounds good, only that for the classes, I wouldn't like for them to just upgrade, since then the class below is totally useless. Giving all the previous classes and making new classes would be better. It'd give it much more variety, given that the characters can have two job skill at a time. Also, maybe intead of only one support class, how about two?
 
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the good thing is that they are making a Tactics sequel!!!!!\
[action=Tidus Blade]squeaks like a little girl[/action]
but it's on PSP
 
Recruited Monsters. My biggest gripe was that the recruited monsters breed and if you don't check your party screen, it'll soon be over run with monsters.

I think monsters are cool but they weren't really useful other than the Black Chocobo. They should have unique monster+Human-esque abilities/combos, ability to teach/train your monsters to gain new abilites.

I think I'll leave the tavern jobs alone. It's much more realistic if the selected party members left for so many days.

Also, they should limit the number of unique characters that you have in your parties because I remember only having two hirelings at the end of the game. The rest were unique story characters like Orlandu, Argrias, Mustadio and etc. It made the game somewhat easier. Maybe they should make unique story characters come and go or at least make them secret like Beowulf and his Dragon girl and that robot where you have to do a side quest to get them. But, I think these should be hit or miss you know. Meaning you get only one chance of gaining these unique story characters.
 
LOL mine was full of chocobos, I liked the red one's though, it could do Choco Meteor! I couldnt really kick the chocobos from my party, they are just too cute and thier comments make me feel empathy
If there was secret characters then they would stay there forever, I would rather use my Ninja other than Mustadio
 
I knew that a fight would be hard when there were a bunch of Chocobos. I hated facing them if there were especially when there was one Yellow, one Red and one Black.

The yellow one was there healer, the Red one was massive range damage and the black on was the deadly one. Ofcourse it goes from yellow (warning), red (danger) and then black (death). The make matters worse, they all could travel great distances so they usually engage in some sort of guerilla war. This makes it even harder to score a decent hit on them.
 
Man this is a long thread, but I hope my reply reaches through.

I'm actually currently playing FFT, so I haven't finished it. But I have an idea about the classes.

First of all, I actually liked that there were some classes that you couldn't obtain (ones that you found on bosses or other major character you can't control). It just makes the story seem much larger and real. Details like that matter.

I'm not really sure what you mean by upgradable classes, since I haven't played the game you mentioned. Perhaps you could clarify?

What I really want is a Traveller class like in FF5. That was really nice. Two customizable Actions (instead of one) and has all inherent abilities from the jobs you mastered! C'mon, that was cool.
 
I'd leave the monsters alone, except to make them learn abilities or else just give them plenty all at once, like those annoying ultima demons. They were monsters, yet they got a lot of abilities and their own job command. That's what chocobos need. Their own "Chocobo" job command.
 
they should make chobobo commands, instead of adding choco before everything
I would really like it if chocobo had thier own semi-classes, like choco mage and choco warrior or something..... that would be awesome
 
The monsters actually gets upgraded past a certain level did you know. Maybe the next FFT should have monsters that could class change into stronger monsters. Kinda like an evolution similar to Digimon. This would make having monsters in the party interesting.
 
i was thinking more of an evolution like chocobo > red chocobo or something, but that is not the way, they gotta reproduce chocobos...
 
Well,the PSP will then have 2 games worth playing-Valkyrie Profile and FFTactics 2.Now if they would bring Xenogears to it,I would go to Best Buy tomorrow!!!As for the sequel ideas,I like em all.But I do want the opportunity to gain the unattainable classes,like Heavenly Knight.And they absolutely must stick to 2D!!!No fancy schmancy computer hijinx.
 
Man this is a long thread, but I hope my reply reaches through.

I'm actually currently playing FFT, so I haven't finished it. But I have an idea about the classes.

First of all, I actually liked that there were some classes that you couldn't obtain (ones that you found on bosses or other major character you can't control). It just makes the story seem much larger and real. Details like that matter.
Except that whenever you ran into enemy characters on the overworld, they looked like clones of you, be they Black Wizard, Monk, Dragoon, Bard, what have you. You never ran into a Holy swordsman at random, nor did you have access to any classes that were unique. I would like to see more unique classes that you won't see multiplied on the battlefield or else do away with the uniqueness completely. Otherwise the world seems a little "off" to me.
I'm not really sure what you mean by upgradable classes, since I haven't played the game you mentioned. Perhaps you could clarify?
Well, with Disgaea 1 and 2 you would start as a Fighter for example and after you reached a certain restriction (like level 5 in sword mastery or level 10 character, etc.) it would unlock the next level of Fighter, this one being called Warrior. You could then "Transmigrate" your level 10+ Fighter into a Warrior. He would become level 1 again, but he would keep a percentage of his stats (making him a stronger level 1 Warrior than if you were to simply create one) and his abilities.

Once that Warrior reaches say level 25, a new class would unlock above again, this time called Gladiator. You could repeat the process again with the Gladiator until all the versions were unlocked. You could also start a new character right at Gladiator level instead of Transmigrating if you wished. Not only that, once the class was unlocked, it would stay unlocked regardless of whether you have a character on your party at that time meeting the certain restrictions.

It was a really neat system overall, plus it really made you feel like you were gaining something as you progressed. Of course the earlier versions eventually became outdated and you would never use them again, but by the time you've played the game long enough to unlock all of the classes you don't really want the annoyance of being forced to use a lesser class with a new character; that just takes time away from the fun. But if you wanted to give incentive to use them, give unique abilities only to that level of class that you can't learn unless you stay with the class for a certain length.

You also don't need to tie down the unlocking to just levels or some such thing. You could do it like Tactics and tie it to multiple character class levels, or abilities, but you shouldn't make it too annoying to do otherwise people will find it a chore rather than a fun part of the game. Whoo...getting long-winded and rambling a bit. Hopefully that clarified things, ehh.


What I really want is a Traveller class like in FF5. That was really nice. Two customizable Actions (instead of one) and has all inherent abilities from the jobs you mastered! C'mon, that was cool.
Pretty cool, yes, but admittadly overpowered. Just make everyone a Traveller... I would rather stay away from the "classes to be" and instead give you advantages and disadvantages to using every class. Make them all viable so one isn't rediculously overpowered compared to the others and I'd be happy. This way everyone on your team could be unique,
 
Being able to use more than five characters would be nice (it was a pain in the but when I wanted to use Chocobos, too...grawr).

NO MORE SPRITES! Though I liked the classic sprites, for another Tactics game, some 3-D action may be in order. But with no sprites, how do you determine how far a character moves?

Well, in Breath of Fire V: Dragon Quarter, they had an AbilityPoint (AP) system where, as you move, not only is there a certain radius where you can go, but you also had a certain amount of AP to split up between moving around (since that used up AP...kinda annoying) and executing attacks. (Though the item system was nice....use as many items as you want, since it doesn't use up AP...but that's getting off-subject.) Soo...a walking range similar to that would be nice.

...apologies if these were already mentioned.
 
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