Fire emblem radiant dawn biorhythm

The biorhythm is a feature we"ve just checked out in 2 games and also it hasn"t appeared in the last three at all. Does that guy it"s been abandoned? Do you think it have to remain gone? Do you have any concepts for boosting it as a mechanic? Personally I typically foracquire it"s there however I think any type of even more depth to the fight system is a great thing so I"d like to view it return. What are you"re thoughts about the potential or lack thereof of the Biorhythm system?


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Djeets

welinvolved supplex cityMember
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Location: ArkansasFavorite FE: Three Houses

banish it bereason it"s the mechanism that KILLED EDDIE!!!...

You watching: Fire emblem radiant dawn biorhythm

well, i think it was an amazing system, it make things more make sense and interesting, it might carry your unit"s at disadvantage (choose you finished up having actually -20 dodge while opponent had actually +20 hit because of biorythms) or vice versa,

would certainly be much better if biorythms influence any type of other stuffs, choose skill%, Move, Crit formula, and so on. after all Human"s Energy determines every act they do,,

they should make biorythms affect level up growths too >.

Edited July 30, 2013 by Pukuriripo
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Peppy


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Peppy

The resident Ilyana Fanboy of SF!Member
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Location: Shadow Moses IslandFavorite FE: Fates
Posted July 30, 2013

Biorhythm must continue to be gone. It"s disappearance was an excellent riddance...


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LunaSaint


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LunaSaint

What is the most vital step a guy deserve to take?Member
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Location: EnglandFavorite FE: Path of Radiance
Posted July 30, 2013

Yeah, I hope it"s abandoned. It"s not extremely well described and also isn"t very easy to learn. It"s likewise a full nuisance to actually inspect and also save in mind as soon as you"re worrying around surviving an Enemy Phase.

It offers even more intricacy, but not really any depth. It"s just annoying.


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VincentASM


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VincentASM

Heartbunny Administrator
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Location: UKFavorite FE: Shadows of Valentia
Posted July 30, 2013

It was definitely amazing, however added an aspect of randomness that wasn"t really that welcome.

BTW, it still exists in FE13 in the create of Odd and Even (Bio)Rhythm.


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shadykid


shadykid

Member
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Favorite FE: Radiant Dawn
Posted July 30, 2013

It was absolutely amazing, yet added an facet of randomness that wasn"t really that welcome.

BTW, it still exists in FE13 in the form of Odd and Even (Bio)Rhythm.


at leastern tright here it"s either +10 or +0, instead of dipping into the negatives

not to cite, it just uses for personalities that have the right to access 2 classes (Manakete/Taguel)


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SB.


SB.

hmphMember
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Favorite FE: Radiant Dawn
Posted July 30, 2013

Don"t treatment for biorhythm. It didn"t really add anything, and also was just type of annoying.

See more: Wood Stove Radiant Floor Heating, Diy Radiant Heat Installation


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Rehab


Rehab

The wind blows in our favor, little guy.Member
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Location: Rockville, MDFavorite FE: Genealogy of the Divine War
Posted July 30, 2013

Having a unit"s personality and state of mind/body impact their performance is a neat idea, yet the way biorhythm did it was in its entirety a little bit obtusage, as it wasn"t explained in excellent detail or given complete conmessage by the game (exemplified by my having to look it up here to remember what it really does), and also I"m not entirely sure what precisely its implementations in PoR and also RD were meant to attain or recurrent.

The player have the right to at least influence biorhythm"s cycle by acquiring their unit in the majority of fights (or they have the right to attempt to keep them in their initial state by having them sit out awhile), yet it"s still hard to obtain certain outcomes in exercise, bereason eexceptionally character starts every chapter at a random place in their cycle, so even if we recognize the character"s biorhythm cycle (to my understanding the games don"t list or describe which character has actually what cycle or exactly just how any kind of of the cycles go, so much better obtain out a pen and also paybaaaaaaaaaaahahahayeahbest inspect the internet), it"s tough to plan about because we could not have the ability to understand for certain wright here in the cycle they"re at, and also therefore whether they"re headed up or dvery own. Thus it"s something that"s hard to attend to until it"s already affecting our gameplay, and also even then the degree to which it affects decision-making is questionable, as the results might not even be solid sufficient to deter us from what we were initially planning to carry out.

At least Radiant Dawn had actually the courtesy to show whether a character"s rhythm is up or dvery own when the cursor is over them, though. I liked that.

These can not all be 100% negative things for all facets of the experience, to be sure, as dealing with somebody"s mental/physical state under pressure without warning actually have the right to be type of unpredictable in real life, and also I"d assume that civilization have the right to indeed go via cycles of gaining fired up and then burning out during combat/strenuous physical task in basic. The influence that trying to recurrent those aspects of combat that has on gameplay, for much better or worse, is a separate and incredibly debatable point, as is the means that the biorhythm mechanism in particular does it, but I think there"s at leastern some potential there to do somepoint that have the right to aid connect the player, flesh out the personalities and also make the game(play) even more interesting.

On the other hand, I think one of the toughness of Fire Emblem is that everything is so concretely expressed through stats that we have the right to at leastern understand what"s going on in every step and also interactivity taken, and we do not need to problem around the rules transforming on us. Biorhythm isn"t actually entirely random, given the only time it advancements for each character (from each chapter begin on) is once they"re put them via a round of fight, but the games generally don"t perform a finish job of explaining it, and also the random cycle placement at each chapter begin (as opposed to, say, actually looking at what each character"s state of mind would be favor at a provided suggest in the story and establishing a solved worth for each of them, and/or having it depfinish on how the character has been supplied by the player approximately that point) doesn"t execute it a lot credit.

Moreover, when I actually played the games and looked at the rhythm of a offered character (having not yet looked up the complete story behind the mechanics), I might not have actually told you what it was doing, or how it was going to readjust following, or how that would actually impact my strategy/techniques. Bad sign, I think, at leastern with regard to those implementations.

Thinking around it, though, biorhythm kinda reminds me of the Total War series" morale stat/mechanism, and I fucking love that shit. For a chance to be pedantic the uninitiated, (almost) eincredibly unit in Total War is consisted of of dozens of dudes, as in real warfare, and alongside their properties prefer durability, percent advantages and also disbenefits versus certain various other unit forms, exactly how many type of dudes are in each unit, exactly how quickly they kill dudes in melee and also shit choose that, they all have a morale "stat." This functions type of prefer a 2nd meacertain of health, in enhancement to just how many kind of dudes consist of a unit- if a unit"s morale is reduced to nothing, it turns tail and also "retreats," making it vulnerable to being reduced down by pursuers and also taking it out of the pressures still taken into consideration to be in play (if every single opponent unit"s morale is destroyed, you don"t also have to kill them- the fight is taken into consideration won). It likewise determines how affective they are in basic.

Though it can be influenced by some things exterior the actual fighting, prefer the skills of one"s general and also the rises offered by any friendly noncombat agents planted in an army (or by the subterfuge of enemy agents), eexceptionally unit"s "morale" starts out at a certain "full" threshold, and is from tright here influenced by what happens to them in fight.

If a unit clashes with a pressure of equivalent stamina in fight (say a single opposing unit), its morale have the right to go either method relying on exactly how who"s winning that individual fight, though generally morale will certainly degrade as time invested in melee fighting goes on. If a unit has actually a significant top hand over that it"s locked in combat through, its morale might boost or hold stable, as long as it hasn"t been pumelted also difficult (compare pertinent FE units, whose biorhythm cycle initially goes up, then falls down). If the unit is losing the fight badly (or even bacount, in instances of units via a lesser morale stat overall), its morale deserve to take a drop. If eincredibly other allied unit around them is gaining pummeled, that initially unit might take a additionally morale drop. If the general of the army to which a unit belongs is killed, if the unit is smack hit by something significant favor artillery fire, or if the unit gets flanked (specifically by cavalry), the unit might take such a substantial hit to morale that it breaks and also runs from a fight that it was previously winning (periodically called a morale shock), and it becomes that a lot even more most likely to run from a fight it was currently losing.

A pressure of, say, 6 units of modeprice size, through each of them fresh, fired the hECk up and prepared to steamroll whatever before hill looks at them funny, can fairly feasibly emerge victorious (relying on their attacking toughness being equal or better) in a right fight against a force of 10 equal-sized devices that occur to be worn down and dissent-ridden, if each of the 6 devices fight to the last while the 10 units all run as quickly as they"re half-depleted of soldiers. On the other hand also, if the 10-unit pressure properly flanks even some of the 6, they stand a better chance of acquiring that share of them to flee, or of just plain killing them much faster, so that they deserve to gang up on the stays much better. Or the 10 can just regulate to kill the 6"s general, which rarely does anypoint much less than revolve the tide of the fight instantly, all other things equal.

Fire Emblem in its specific present state might not be poised well to simply lift 100% of that morale device verbatim (for instance, shedding one unit as-is is frequently related to as such a mistake it"s worth restarting over, whereas unmuch less you win eincredibly single fight through ranged devices or bribe your way to victory eextremely time in total war ("slim chances" is an understatement), somebody is obviously going to die under your command), however there"s probably room sufficient in FE to set up a submechanism that represents something similar. I think it can be cool.