Could we also pull ideas from the Tactics Ogre Games? I will assume so.

Things I like -
  • Spell casting Charge Times - However, some spells should have no delay in my mind. But of course these would either be uber weak spells or very very rare and high level spells.
  • JP Ability Learning - Though perhaps not completely free form like it was in regular tactics. Mix it up with natural learning and learning from weapons/armor/items. That would be interesting.
  • Fixed Map - Placing cities and places was just weird in my book.
  • Male/Female/Indistinct - Just male or female is a bit dull in my book. But some races and monsters may very well not have 'gender' as we humans define it.
  • Various Races - Just humans are boring
  • Shared Classes - While Male/Female and Human vs other could have some unique classes I think mostly they should have similar classes.
  • Race Growth - If memory serves different races sometimes have the same class and different growth rates. Rather than incorporate it into the class itself I would rather the race just gives a bonus(and negative if necessary to keep it balanced) itself upon level up.
  • Controlling Monsters - ^Ditto^ to various races
  • Monster Classes - like in Tactics Ogre. Monsters can can access to different 'classes' of their kind. Though for the most part they didn't go far enough. Dragons tend to be the only ones to branch.
  • Monster learning abilities like Humanoids - Tactics Ogre does this and I don't see why it shouldn't be done.
  • Separate Down and Up Values - In Tactics Ogre it is in general easier to go down then up. I don't recall FFT differentiating that, but I think it should. So something like Move - X|Climb - X|Jump - X. Where climb is going up elevation and Jump is jumping down. Jump could also effect jumping over gaps. Higher jump better gap bridging ability.
  • Tactics Ogre Let us Cling Together Stats - I just like having such stats. HP, MP, Str, Vit, Int, Men, Agi, Dex, Luk. Covers everything and makes things interesting. Though it would be need tweaked for balance. AGI is simply boss since it determines turn order and evasion.
  • Final Fantasy Tactics Evasion - Mixing a base evasion rate in with TO's stat mechanics could be interesting. Though it would need tweaked for balance(by decreasing AGI's effect you would be tweaking this and the speed imbalance by a bit).
  • Brave and Faith System - Not exactly as it was, but I found the concept interesting interesting.
  • Item Weights - From Tactics Ogre. Heavily weighting down units can spell disaster. TO went to far, but the basic idea is nice. Though I would have it only affect turn order/evasion, not hit rate as well, most armor was built to not interfere with your ability to swing accurately. And that would be the heaviest stuff you can equip.
  • Character Elements and Terrain/Weather affecting elements - TO again, though weather also affected spells in FFT. Zodiac was interesting and all, but I prefer a simpler elemental basis. Also TO gives bonuses for using spells/weapons that have your element. Which is boss!
  • Class Preferred Weapon - TO again. Equip the preferred weapon and get an offensive boost compared to other weapons. However, keep the equip able restrictions like in Tactics. In TO you can put anything on anyone but the large monster classes who can only hold items. I do like such restrictions as long as they aren't too heavy handed.
  • Definitely have equip able abilities like in Tactics. I so miss that whenever I play TO, so it is tough to balance and introduces all sorts of mayhem. But mayhem is good.
  • OT's Physical/Elemental Res - I like this as well as the way armor effects it.
  • FFT's Elemental Absorb/cancel - Being able to absorb/cancel elements is nice!


That is a start on what I would want. As for what I don't want to see.
  • Laws - Uggh. . . I wouldn't mind it if there were consequences for some actions like in the Ogre games. But it should be constant not random willy nilly. Basically in Ogre Battle:MOTBQ killing lower level units can lower your alignment as can killing goody classes like knights, etc. That was interesting, if very annoying. Some variant of the two could be bearable, but I don't find it too necessary.
  • Class restrictions based on alignment/stats - I prefer FFT's class progression. Though I like that ogre battle tells you the requirements in game via select once you have seen the class.
  • Free-reign JP ability purchase - Skipping the Jumps/Charges for example. Having abilities require prior ones would be much better.
  • Tactics Ogre's annoying counter scheme- I prefer the way FFT handled counters in pretty much all aspects.


Probably more but this post is long enough.