Maximum Bert said:
aegix drakan said:
Welp, I hope I'm wrong about this, and I hope that they DO improve on some of the more dated mechanics. Seriously, as cool as the Materia system was, the fact that everyone could be any role at any time (up to and including stuff like Enemy Skills, stealing, etc) just made it so that there was no reason not to just take 3 characters you liked and just never ever change them.
As opposed to having a character you dont like but not being able to change them because they are your healer? If we wanted to get down to it having fixed classes is more dated but both can work well. FFVII is integrated around the materia system though if they changed that it would be a huge deal. Characters like Cloud are more suited to attack and Aeris is more inclined toward magic but if you wanna change it up then you can.
Actually, my plan would be to give each character character specific piece of materia that is 100% exclusive to them that is-perma attached, that either gave a unique command or provided a specific passive effect, and then make some of the Command Materia skills be exclusive to certain people.
Example:
Aeris: Cure-Boost - Healing materia attached to this materia gains 50% effectiveness
Yuffie: Steal Command (Hers is the only one in the game)
Nanaki (I refuse to call him Red 13, his name is nanaki, modsbannit): Magic-Attack - Normal attacks are imbued with the status effect or element of materia attached to this materia.
Barret: Cover Command
Cait-Sith: Enemy Skill (the only one in the game too, so you finally have a reason to use him, because enemy skills are the shit!)
Cloud: Lightning boost - All Thunder element materia (inlcuding summons) attached to this materia gain 50% effectiveness.
That kind of thing. Basically, you can still customize you characters to fill lots of roles, but some characters are the only ones who can do certain specific things, and some are slightly better than others at certain things too.
Then again, I'm a fan of the Etrian Odyssey school of RPG, where combat is all about "what can your characters do? What party/skill composition is the best for cracking this particular boss?". :s At least, that's how I design my own RPGs.