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Old 10-10-2012, 10:13 PM   Top  -  End  -  #1051
Penguinator
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Default Re: Fire Emblem: Seal of Fate (OOC) II

You can have the Iron Bow, I'm not concerned with that.

But the point about items makes sense.

Is... it possible to trade with the other team?
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Old 10-11-2012, 12:56 AM   Top  -  End  -  #1052
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Default Re: Fire Emblem: Seal of Fate (OOC) II

We have drop and pick up tools for items. Those should suffice yes?
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Old 10-11-2012, 11:50 PM   Top  -  End  -  #1053
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Correct me if I'm wrong, but can't Jalnir and Kat stay where they currently are and just switch targets (Kat on the Archer, Jalnir on the shaman)? Jalnir's movement should actually be 5 from promoting (did any of his stats get the promotion boost?), so he can get there.
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Old 10-11-2012, 11:54 PM   Top  -  End  -  #1054
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Default Re: Fire Emblem: Seal of Fate (OOC) II

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Originally Posted by Reverent-One View Post
Correct me if I'm wrong, but can't Jalnir and Kat stay where they currently are and just switch targets (Kat on the Archer, Jalnir on the shaman)? Jalnir's movement should actually be 5 from promoting (did any of his stats get the promotion boost?), so he can get there.
That'd work, but it means the archer get's a chance to attack.
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Old 10-14-2012, 09:59 AM   Top  -  End  -  #1055
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Default Re: Fire Emblem: Seal of Fate (OOC) II

If you want to trade cross teams this map, I won't stop you.

Sorry I've been quiet lately. Been pretty busy.

Edit: Also, regarding who gets what items... If you would prefer to have one team go, then the other, we can do that. Items will probably either be something you have to decide among yourselves or be a grab bag either way, but if you prefer a grab bag where you take turns grabbing rather than all shove your hands in at once, just let me know

That said, anything important I'll try to keep fairly even. Let's say I put two master seals in the level (pretty likely to be atleast two considering everyone who hasn't already promoted is close and not everyone has promoted) and one team ends up getting both of them. I'd find a way to give the other team two to keep it even.

And yes, Jalnir has 5 move and I did add his promotion stats... I just missed his promotion movement.
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Old 10-15-2012, 09:43 PM   Top  -  End  -  #1056
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Default Re: Fire Emblem: Seal of Fate (OOC) II

With trading not being an issue, I'm good with X's plan as well then.
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Old 10-21-2012, 01:02 PM   Top  -  End  -  #1057
TheSummoner
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Default Re: Fire Emblem: Seal of Fate (OOC) II

I'm gonna try to do a turn on Tuesday. I've been very busy lately so I haven't had as much time for this as I might like. Big projects that I have to work on and also a new job that is particularly busy this time of year. Sorry bout that.
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Old 11-04-2012, 01:09 PM   Top  -  End  -  #1058
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*Farnsworth voice* News, everybody! I should be less busy now and will be able to give this game a bit more of the attention it deserves. Again, I'm sorry for having let things slip a bit. After the next update (possibly tomorrow, by the end of tuesday for certain), I'll send out a batch of messages as well.
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Old 11-04-2012, 02:39 PM   Top  -  End  -  #1059
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Default Re: Fire Emblem: Seal of Fate (OOC) II

*Bender voice* We're back baby!
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Old 11-24-2012, 10:56 PM   Top  -  End  -  #1060
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Default Re: Fire Emblem: Seal of Fate (OOC) II

It's not so much a rant, as it is a plea, but... I've been thinking.
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Old 11-24-2012, 11:51 PM   Top  -  End  -  #1061
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Default Re: Fire Emblem: Seal of Fate (OOC) II

It's a fair criticism and I'm as much to blame, if not more to blame, as anyone else.

I think a good part of the problem was that when this started, it was very much an experiment for me. I had never run a game of any sort before, but I had a story to tell and a system I stole adapted from a popular game series so I gave it a try. Wasn't 100% sure what I was doing, but I decided to wing it and it's lasted quite well.

Because of that in-experience, I didn't do much to encourage in-character behavior. Not as much as I would've if I had the experience I do now.

I don't know if it's been noticable, but I've been trying to throw a bit more narrative weight into the maps themselves recently... Having even nameless enemies occasionally acting like actual characters and whatnot... And the fact that you're finally going up against major enemies probably helps in that regard as well... Still, if there's anything else you think I can do or should be doing to encourage interaction and make it more interesting for you, please let me know.
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Old 11-25-2012, 12:21 AM   Top  -  End  -  #1062
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Default Re: Fire Emblem: Seal of Fate (OOC) II

I think I can post more in this game, but I've found my time being more and more restricted and as a result my mental energy when I get to this game is lower and lower. I used to be able to post plans for this game but now I can't really, just watching and making small observations. I think I want to roleplay with Katleia more, but as-is her character is such that the most in-character things for her to do are silently shoot down hordes of enemies.
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Old 11-25-2012, 01:40 AM   Top  -  End  -  #1063
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Default Re: Fire Emblem: Seal of Fate (OOC) II

I'd say it's mostly that the game's gone on so long we've treaded a lot of the OOC ground several times over.

But yes, we should do more planning. I'll admit to having been focused in other areas recently, but never let it be said I'm not eternally thankful to Summoner for all the work he's done.

If the forums are my internet body, this game is the heart of the experience.
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Old 11-25-2012, 02:41 AM   Top  -  End  -  #1064
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Default Re: Fire Emblem: Seal of Fate (OOC) II

I've been following this game since I heard about it, which was pretty close to when I joined this forum. Now, I'd like to think that all of this is going into my character, as I am developing conversations that I want to have with everyone. Being a thief/assassin, I assume my dude knows a bit about everyone, and has some very direct statements or otherwise to make to people.

All that aside, a holiday (and some family going to the hospital) collided with my update schedule, then pre-planned stuff ran into it too. I want to get more into character in my game, but it's map 1, and no one is even responding to the King man. It leave me in a weird spot, but I think I need to pressure my players more.
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Old 11-25-2012, 02:52 AM   Top  -  End  -  #1065
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Default Re: Fire Emblem: Seal of Fate (OOC) II

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All that aside, a holiday (and some family going to the hospital) collided with my update schedule, then pre-planned stuff ran into it too. I want to get more into character in my game, but it's map 1, and no one is even responding to the King man. It leave me in a weird spot, but I think I need to pressure my players more.
The other characters already hate mine (not without reason) so that doesn't contribute to my posting. That and missing the thread for the first while.
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Old 11-25-2012, 03:20 AM   Top  -  End  -  #1066
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The other characters already hate mine (not without reason) so that doesn't contribute to my posting. That and missing the thread for the first while.
You've got a permanent buy with me, Peng. Much respect, bro.

Also, I am considering doing the two things/conversations at once thing multiple times, out of a want for some good juxtapositioning, and not laziness.
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Old 02-04-2013, 10:02 AM   Top  -  End  -  #1067
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The Prince drew the arrow back farther. "You are a sad, sick little man. Five."

(Not because he can't count, but because his impression of the fellow fell that much)
And here I thought this was a Monty Python reference.

"One...two....five!"
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Old 02-04-2013, 09:36 PM   Top  -  End  -  #1068
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And here I thought this was a Monty Python reference.

"One...two....five!"
Thought about it. Especially since he's royalty.
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Old 02-11-2013, 05:12 PM   Top  -  End  -  #1069
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Default Re: Fire Emblem: Seal of Fate (OOC) II

So, it seems that we are going to have trouble with these undead... I kind of wonder how many turns we have until these guys get reinforcements from outside of the map. At that point we are going to have zombie apocalypse on our hands.
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Old 02-11-2013, 09:06 PM   Top  -  End  -  #1070
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So, it seems that we are going to have trouble with these undead... I kind of wonder how many turns we have until these guys get reinforcements from outside of the map. At that point we are going to have zombie apocalypse on our hands.
That's actually someone else's Forum Emblem game.

But yes, Summoner could send a crap ton of reforcements at any time, and there's nothing we could do about it.
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Old 02-14-2013, 09:28 PM   Top  -  End  -  #1071
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Default Re: Fire Emblem: Seal of Fate (OOC) II

It's definitely the undead that are bogging the game down. They slow down, yes, but they lose none of their actual threat. Why?

1) Their attack speed was already low enough that most were only dealing a single hit against anyone they attacked. Being doubled does not hinder their offensive power.
2) Their movement speed is enough to keep pace with a team that doesn't move directly away from them at 4 speed every turn. Because of other enemies in our path, we are such a team. Running away at a speed equal to or less than their move speed does nothing.
3) Their Strength, Magic, and Skill are all the same as when they were alive. Losing all their Luck puts them down a few points of accuracy, at best. They're still hitting for more damage than we can heal.

Together with their excessive resurrection, we can't secure a room and we can't advance without securing it.
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Old 02-15-2013, 08:54 PM   Top  -  End  -  #1072
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Default Re: Fire Emblem: Seal of Fate (OOC) II

The undead are definitely a factor. Another one is people not being around. It means less people strategizing, and reduces the potential for in character interactions that can help keep people interested and the thread moving.
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Old 02-15-2013, 10:47 PM   Top  -  End  -  #1073
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The undead are definitely a factor. Another one is people not being around. It means less people strategizing, and reduces the potential for in character interactions that can help keep people interested and the thread moving.
This is true.
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Old 02-15-2013, 11:03 PM   Top  -  End  -  #1074
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Not much I can do about people not being around, but if the undead are too much I suppose I can tone them down a bit more... You want I should cut their skill in half as well?
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Old 02-16-2013, 12:21 AM   Top  -  End  -  #1075
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Default Re: Fire Emblem: Seal of Fate (OOC) II

It might help. After all, the problem is that we are usually careful, but with the enemies returning, its seems like its time to take a risk and do the in-character in of just making a break for it, focus less on the enemies and more on getting this map over.
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Old 02-16-2013, 02:31 AM   Top  -  End  -  #1076
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Default Re: Fire Emblem: Seal of Fate (OOC) II

I think the Undead should all be slower in terms of Move, frankly, but that makes them no threat whatsoever so for gameplay we certainly shouldn't do that.

I am just not capable of thinking about the entire map tactically anymore. I don't have that much mental space or time. Nothing going on is anything I feel like Katleia has a great deal to speak about, and the Fire Emblem games do not inspire the kind of character that I think we want, so I am trying to find the places within me that Katleia is. I think her character needs to shift a little bit but she has yet to reach that point of shifting, in-game.
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Old 02-16-2013, 10:42 AM   Top  -  End  -  #1077
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I think the Undead should all be slower in terms of Move, frankly, but that makes them no threat whatsoever so for gameplay we certainly shouldn't do that.
You know, I'm not certain that's a bad idea. True it means it would be rather easy to run away from them, but to do so means we'd have to keep moving at a decent rate, and not knowing what's ahead, that could have an indirect effect on the gameplay. They'd change from a something we have to handle every turn to a motivating factor to keep advancing.
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Old 02-20-2013, 04:02 PM   Top  -  End  -  #1078
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I suppose I could bump them all down to movement 2 (3 promoted) if you prefer that. Maybe give them 1 turn of no movement to accomidate for them having been faster before...

Which do you prefer? Lower skill or lower movement?
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Old 02-20-2013, 05:41 PM   Top  -  End  -  #1079
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I suppose I could bump them all down to movement 2 (3 promoted) if you prefer that. Maybe give them 1 turn of no movement to accomidate for them having been faster before...

Which do you prefer? Lower skill or lower movement?
I'd rather they have lower movement.
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Old 02-21-2013, 12:04 AM   Top  -  End  -  #1080
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Default Re: Fire Emblem: Seal of Fate (OOC) II

Lower movement would help us.
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