2003/10/13 22:44:56 PDT by Dev [manager] |
Hmm. That limitation on morphing may have to be one of those things we just leave to the player's imagination. For instance, maybe the technique requires some form of bond with the eumonetic who performed it, and only one of these bonds can exist at any one time. Or, perhaps, and this is another limitation, that a eumoneticist simply can't perform another technique while anyone has been morphed under their power (how d'ya like that one?).
As for the heal problem: What you said, Temp, suddenly makes a lot of things make a lot of sense. We're saying all creatures are elemental in nature, correct? Well, we're all familiar with how this has worked in FFs, we're simply applying it with simpler levels (yet more interactions) and universally. So, without further ado, I give you...
name: Transfer
element: Corresponds to source's affinity (see description).
energy requirement: Varies from very low to moderate.
description: Moves a relatively small amount of eumonetic energy from one being/location to another being/location. This is not a technique so much as an extention of a eumonetic's inborn ability to channel eumonetic energy. Each element has a corresponding version of this (I'm already seeing these as the larger bottom-most "base" blocks illustrated on each pyramid face), which is used by eumonetics who are most affinitive with that element (though the exact mixture that results is identical to the eumonetic's elemental affinity, of course). This energy can be taken from any willing living being, or from eumonite, and channeled into any living being (willing or not), or into eumonite for storage. (NOTE: Remember that a eumonetic imposes his or her affinity onto whatever technique he or she is using, so if you draw energy from another being or from eumonite that is of non-identical affinity, some of this energy will be lost.)
Example uses of Transfer:
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Cade is a high-attack, low-defense fighter, so he might need healing often. One of the eumonetics in the party could transfer their life energy to restore his; the best choice for this would be the eumonetic with an affinity closest to Cade's (as of right now, this happens to be Rheya). Rheya could take her own life energy and transfer it to Cade (losing a little in the process). A better solution may be to take energy that Rheya has transferred from herself to eumonite beforehand and transfer it to Cade (still with some loss) so that she doesn't lose any life energy herself in battle. Even better would be to transfer energy from Cade to eumonite beforehand, so energy that Rheya would transfer to heal him during battle would do so more efficiently (still with very little loss, because someone of a non-identical affinity is transferring, but not as much as the other two solutions.)
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Most of the party has been knocked out in a desperate battle against an earth-affinitive monster. Only Dell remains and all eumonite has been sucked dry. As a last-ditch effort, he can transfer some of his life energy to the enemy as a sort of basic "eumonetic punch" to injure it (since Dell is wind-affinitive).
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In the middle of a puzzle section, Brooke runs out of charged eumonite and the party needs her to cast Morph. If Brooke isn't healthy enough to use her own life energy, Rheya could transfer energy from her fully charged personal inventory of eumonite to Brooke's (again, with some loss).
I can even see how we might include an "Auto-Transfer" checkbox for each character, which tells the closest affinitive eumonetic in the party to regularly Transfer X amount of energy from that character to this store of eumonite whenever that character has full health (or whatever set of parameters we'd want to give the player control over).