4 point distro still seems best. Mechanics to be reevaluated. Possibly 3 and +1 at meeting something. Possible name changes Melee to Power Range to Agility Reduce materia reliance & benefit of power/agility domains.
I kind of like your original Melee and Ranged over Power and Agility a little, though I can't really articulate why very well. But I shall try... Like, with Melee and Ranged and Magic you're saying what the person is trained in martial arts type stuff, sword skills, or shooting more soldier stuff, materia trained, etc. It didn't necessarily say what kind of player you were, or restrict what melee and ranged meant. Maybe you could be an agile guy with a rapier-type sword, or a strong lumbering Barret type with a massive chaingun or what have you. Or you could be a nimble Vincent-type shooter, leaping around, or a big bruiser with a huge sword.
I love the idea of lessening the reliance on Materia for the non-Magic domains. Maybe they can use items the Magic guy can't, or Limit Break faster since they're in the 'front row' getting hit more often than the 'back row'?
I'm starting to think that it is more or less fine as is, ranged/melee can still benefit from materia using things to make themselves more defensive and they get the command materia.
Here is how I think we can make them somewhat distinct at the beginning.
Magic: 1 point: One single slot. 2 points: Two single slots. 3 points: Four single slots. Ranged: 1 point: One single slot. 2 points: Two single slot. 3 points: Defensive linked slot (lose singles). Melee: 1 point: One single slot. 2 points: Two single slots. 3 points: Offensive linked slot (lose singles).
This will give melee purists a chance to go for added/effects & such early on for their weapons, and ranged purists an opportunity to get a similar thing going with their defense linkage.
So what it would look like for each set.
So a 3 mage/1x would start with five single slots. That is a pretty big variety but holds back the "attack all" effects until later.
A 2/2 or 2/1/1 anything will start with four single slots. Verse a purist melee/ranged they start with an extra slot, and more versatile.
A 3 Melee/1x will start with a linked offense slot and one single. Low slot count but early linker (and cuz all is bad for them it will go to something like an added effect/elemental instead so we will see cool weapons like shock batons and stuff).
A 3 Ranged/1x will start with a linked defense slot and one single. Low slot count but early linker (and cuz all is bad for them it will go to something like an added effect/elemental instead).
I think it's a perfect way to keep things simple but keep them balanced enough. One of the things I found attractive in the original 3-class setup was how your class specified what kind of slots you had. What do we want as a maximum cap for Materia slots? I like the idea of having progression, but I think we need some kind of maximum cap on the smaller side.
One of the new changes I did like a lot was Materia that did different things based on your level, and the Summons and whatnot for the high level mage, it made being a mage feel like there was meaning to it, and I liked how the Command Materia was bolstered by being Melee or Ranged based on the Materia.
But I think we also need to raise the expense of materia. I don't know how we do that -- maybe make the slots and links harder to buy along with the money reduction? Having Materia should be a big deal. What if we followed exactly the FF7 prices of the different materials (and assumed prices for the found ones like summons)? That way characters like Ranged could rely more on special items, Melees can rely on bolstering and growing their limits, using them more in a thread, and Mages can progress by saving lots of gil and spending it towards Materia?
I don't know. Everyone will like having materia too. I'm just kind of rambling at this point XD
I think it's a perfect way to keep things simple but keep them balanced enough. One of the things I found attractive in the original 3-class setup was how your class specified what kind of slots you had. What do we want as a maximum cap for Materia slots? I like the idea of having progression, but I think we need some kind of maximum cap on the smaller side.
I think a 10 cap would be good (2 linked and a single for both O and D max). 16 was canon, but the end game here is like entry level 1st class soldier so yea.
One of the new changes I did like a lot was Materia that did different things based on your level, and the Summons and whatnot for the high level mage, it made being a mage feel like there was meaning to it, and I liked how the Command Materia was bolstered by being Melee or Ranged based on the Materia.
But I think we also need to raise the expense of materia. I don't know how we do that -- maybe make the slots and links harder to buy along with the money reduction? Having Materia should be a big deal. What if we followed exactly the FF7 prices of the different materials (and assumed prices for the found ones like summons)? That way characters like Ranged could rely more on special items, Melees can rely on bolstering and growing their limits, using them more in a thread, and Mages can progress by saving lots of gil and spending it towards Materia?
This is a cool idea for sure, but it makes it a bit harder to math out things to get them exactly where we want them. If we keep money set at 100 (actually probably moving it down to 10) per post, we can just formulate the amount of posts we want someone to make in order to achieve an item by dividing the item cost by that much. I do like the spirit of the idea though, keeping consumables low could benefit anyone but I think ranged characters will get the most value out of it- the defensive link gives them a small edge against certain damages and so I can feel a smart ranged character enjoying healing items and using grenades as justification to "get out of range".
So for prices we could analyze what we think a reasonable amount of time for a new slot is. I think that I want slots to be a major expense because it breaks you out of the archetype's preset and i'd like those starting slots to really matter (and to make it feel bad ass once a full mage gets Fire 3-All). I'd say like 30 posts for a single and an additional 30 to merge two into a linked slot. Materia will probably go much lower overall but you have those slot limits so it isn't as big a problem.
Summons will probably be pretty high on the books xD
I don't know. Everyone will like having materia too. I'm just kind of rambling at this point XD Yea but I think it will be enjoyed in different ways especially if slot count is a slow go.
Also I thought of a good way to boon hybrids slightly since they don't get a bonus from hitting a cap like the purists do.
Full ranged starts with all defensive slots. Full melee starts with all offensive slots. Full magic will distribute evenly, the odd slot going to whatever the last point is in.
Anyone without a 3 in an archetype in something can have their 4 starting slots distributed as they please. So if they wanted 4 in melee because they want to buy into added effects/elemental damage on their weapons they could do that and upgrade them to linked slots over time. I think this could potentially help them to grow into competitive characters faster. It also helps them to break the mold a little with their hybrid ideas.
Example. 1 magic/2 gun/1 melee (assigning 4 offense). This assumes x (currently 30) was spent to upgrade a linked slot into a linker. Offense: Offense+Support |Offense|Offense Defense: none
Compared to melee who spends there first 30 on a single slot. Example. 3 Melee/1 Ranged Offense: Offense+Support| Offense|Offense Defense: None
Analysis: The hybrid and the purist more or less equal out here but the hybrid could have also went 2 and 2 with his slots or even 3 and 1, and they have a few tricks the melee purist wouldn't like being able to actually cast and such (while the pursit can get more powerful stuff). Another instance where the hybrid might win is with command materia, because if they know if they want to work on offense links or defense links they can throw a single 1 into whichever they aren't focusing and stick a command materia in there and then having 3 single slots to start with in there favored tree (sorta like a mage).
I like the idea that the offense and defense are tied to melee/dodge etc. We could say that focusing all your effort into one leg provides you with great strengths in that area at the expense of more flexibility with both your materia and your abilities.
After looking over it hybrids start strong enough and I don't think we need to give them the slot allocation. So they will gain according to what they pick.
So 2 range/1 melee/1 magic they get 1 offense, 2 defense, and 1 whatever. More relevant example is 2 magic/1 melee/1 ranged. Mage slots are always distributed evenly when possible so it would be 2 and 2.
Here we go, fixed up nicely I think. Mages had a +2 advantage and that was what was throwing things off. I wanted to keep that so I gave each a bonus.
Hybrids will always start with 2 O and 2 D. (No link slot advantage). Bonus: Second Limit break slot. Mage Prime will always start with 2 O and 2 D (No link slot advantage). Bonus: Additional single slot to O or D. Melee prime will always start with 2 O and 1 D (with a link slot advantage). Bonus: Added Effect Materia. Range Prime will always start with 1 O and 2 D (with a link slot advantage). Bonus: Added Effect Materia.
Melee starts off with some sort of stats punish. Range starts with some stats prevention.