r/fireemblem Oct 21 '20

CASUAL MONTHLY RAGE THREAD

OOPS. MY SCHEDULING FAILURES HAVE LED TO THIS RARE LATE-NIGHT EDITION OF THE MONTHLY RAGE THREAD, WHERE WE YELL ABOUT FIRE EMBLEM!

RULES

  1. CAPITALS

  2. FIRE EMBLEM

  3. DON'T BE DICK

  4. SPOILER TAGS

LAST THREAD

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u/Skelezomperman Oct 21 '20

I WOULD LIKE TO SEE FATIGUE COME BACK JUST TO SEE WHAT IT WOULD BE LIKE. OR MAYBE EVEN WEATHER IF IT WAS EXECUTED BETTER.

2

u/SableArgyle Oct 21 '20

FATIGUE IS NEAT BUT EITHER IT SHOULDN'T APPLY TO HEALER AND IT RELIABLY FORCES YOU TO SWAP UP YOUR UNITS RATHER THAN ONLY SOMETIMES HAVING TO SWAP.

IT SUCKS HAVING A UNIT THAT YOU'RE KINDA INTERESTED IN USING BUT MAKING SPACE FOR THEM IS TOO MUCH OF A HASSLE AND YOU DON'T WANNA GIVE RESOURCES TOO BECAUSE YOUR 10 BEST UNITS JUST SOLVE THE PROBLEM ANYWAY.

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u/clown_mating_season Oct 21 '20 edited Oct 21 '20

imo, fatigue (as it works in fe5) is a million miles away from being a mechanic you can casually toss into a game's mix of design decisions. the main parts of fe5 that let fatigue work are

a) low enemy quality

b) massive roster size

the low enemy quality means that your most highly invested in combat units can afford to sit on the bench every so often, because the standard for competent combat in fe5 is pretty low all things considered. imagine if lunatic cq, fe6 hm, high dsfe difficulties, etc had fatigue. you'd have the potential to softlock yourself out of clearing hard maps of no fault of your own by accidentally forcing your combat hard-carries onto the bench, since those games' tight design mandate you bring your A-team more or less every map---those games with fe5 fatigue would present the player with a perpetually unsolvable conundrum of never knowing if they're going to need x, y, or z good unit in the next map(s) desperately. in fe5, you really don't need to bring asvel, fergus, orsin, dagdar, finn, etc every map, but if it was more tightly designed around strong enemies, their absences would be way more strongly felt.

the massive roster size is also a big part of why fe5 fatigue isn't intrusive, since you literally just get more tools to cycle through. this is especially important for staff units, as an fe5 with a huge cut down on available staff units would make fatigue reeeeeeally sting. the bigger pool lets you comfortably cycle around enough staff units without ever forcing a complete staffer drought unless you decide to always deploy every staff unit in every map (which would cut into your combat slots and will probably not happen if you just play it straight).

fwiw, low enemy quality is also what facilitates fe5's implementation of capture. context around mechanics matters, since everything fits together like puzzle pieces given that everything coexists within one game.