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 Switching Party Members/checkpoints

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thorgrim103

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Join date : 2014-03-10
Age : 24
Location : innawoods,wv

PostSubject: Switching Party Members/checkpoints   Tue Mar 11, 2014 8:52 pm

In this thread we discuss how party members will be switched out and in.

I think the best example would be FF6 It has a ton of party members and has an interesting albit clunky way of dealing with them. I haven't played suikoden so I can't comment on that though.

Question one.
Party limit?
Classic RPG's it's 4.
Let's use that as a basis.

How will party members be switched?

  • All Parties must have at-least 1 Lead hero. Exclamation 

  • Each party can have up to 4 heroes only.
  • To switch members from one party to another a save point or an area where members can be switched must be available.
  • Party groups can be switched out on the fly.
  • 4 party groups max.
  • In the over world you may have all 4 parties switchable.
  • In dungeons you may only take 2.
  • Parties can be switched out during combat.
  • Depending on the party situation. You can switch characters from other parties in and out during battle if another members falls.
  • After combat parties would reset to their former order.

Depending on who we choose in game this may change.

Say you have 8 Party members and are prompted to switch out and make 1 or more parties.

Where or when will I switch party members

  • Either on your means of transportation ( wagon, Airship)
  • Or home/keep
  • save points in dungeons or towns.


We still need to decide on these mechanics, but I feel that due to the immense size of the party we need to make a way so that all heroes can be use, but without slowing down the game too much.

http://thegamedesignforum.com/features/reverse_design_ff6_1.html
This looks interesting maybe we can use some of the ideas here for more technical things.
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Raziel
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PostSubject: Re: Switching Party Members/checkpoints   Wed Mar 12, 2014 6:44 am

I say in home/keeps. The player should be able to buy a house in every major city.

Another way is for him to start a campfire in some out town zone.
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Nave the DM



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Join date : 2014-03-10
Location : South Korea

PostSubject: Re: Switching Party Members/checkpoints   Wed Mar 12, 2014 6:46 am

I actually just made a note of my idea for this in my script:

Another thing I’d like to bring up since I’m taking the time is that when not apart of a player’s party, characters that they have recruited could be found around the various towns that the player visits and can be interacted with. This will lead to good character moments and dialog trees with chances to improve disposition. There should also be a general “hub” for every city, like an inn. In the wild, it could be a camp. On the water, it could be the boat.
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