I like how this series shows that the main map design of FE7 was putting a bunch of weak enemies on a map and that's it
@zachataxxii71263 жыл бұрын
Can't wait to see this done on another game like FE10, where there'll be a game over on the 2nd turn every map.
@ater36783 жыл бұрын
@@zachataxxii7126 I can't wait to see Aran kill Laura
@ater36783 жыл бұрын
Scratch that, enemy shove trains
@hugh28613 жыл бұрын
one of my fav dumb weak enemy formations in fe7 is the heart of shamans next to the gate in victory or death it's the best example of the enemy placement clearly being "fuck it lol" imo
@sonicthehedge3 жыл бұрын
Thats how fire emblem games play in general. Thats why also lunatic awakening is stupid hard. The enemy overlevels you so much that your jagen-unit is the only unit that can fight them, and even then he can die easily
@josh-mf7lt3 жыл бұрын
Started this series off rooting for the player and now I'm I'm rooting for the heavily underpowered enemies
@Draeckon3 жыл бұрын
I know right? I didn't realize just how _terrible_ most enemy units were until watching these videos.
@Bloodlyshiva3 жыл бұрын
@@Draeckon Got to have enemies that aren't impossible if luck with levels is absolutely hateful. Because sooner or later it's going to happen.
@ImmaLittlePip3 жыл бұрын
I can't wait for units who carry promotion items especially those who are level 10 It would be so funny to see them use it
@sonicthehedge3 жыл бұрын
Yeah, i mean the first chapter was pretty unfair but then he finally got some units and Marcus
@allknowingidiot18353 жыл бұрын
I'm thinking "killing everything that's killable" should be a Red alternate victory condition or killing 75% of the Blue forces. It would force Blue to try and keep things alive. And I do agree with everyone else in the comments that forcing Red to attack wouldn't be fun.
@MonochromaticPrism3 жыл бұрын
Once perma death comes into play this will have more meaningful stakes.
@StarfieldDisarray3 жыл бұрын
I feel like that "forced combat" rule would just double down on the Marcus/Oswin meatgrinder issue, but I'm not the one sitting through the full playtime of these sessions.
@AnimeBarLounge3 жыл бұрын
I love this series because it's always interesting to see how the strategy and dynamics of playing a chapter fundamentally change once the player can't rely on learning how an AI will predictably react, and instead the enemy can use actual thought out tactics. Plus there's a lot of back and forth mind games. It's similar to watching a game of chess or a trading card game.
@aureliodeprimus80183 жыл бұрын
It is a shame that Mekkah is a pure FE tuber. I would like him see tackle Advance wars, Wargroove etc.
@programmernerd38033 жыл бұрын
Yeah it is pretty cool about how it turns into a lot more interesting game, if someone made a hack based off this it may be fun since they could design the maps and characters to lead to interesting strategies.
@noukan423 жыл бұрын
This is why i want harder difficulties to have smarter and somehow unpredictable AI instead of more powerful enemies.
@papersonic99413 жыл бұрын
@@noukan42 AI that's too unpredictable runs the risk of making the game more annoying, not harder.
@noukan423 жыл бұрын
@@papersonic9941 and AI that's too predictable turn "strategy" into "puzzle". Unless it's too complicated to be solved by an human mind.
@CameronHoug3 жыл бұрын
I see why making the red units attack could be a way to speed up the action, but I feel like it somewhat limits their options, and I like to see the interesting defensive and walling strategies people come up with. A way to make it potentially more balanced would be if BOTH teams have to attack at least once if able, then both teams are on equal footing, and you could likely use Marcus to do your attack anyway, so it's not like it's forcing you to put vulnerable units on the frontline.
@MTheUnknown9813 жыл бұрын
I also like it more when it's more like chess. I mean, if you want to make your opponent more like an AI, you can play against an AI right away.
@Nauriek3 жыл бұрын
When i play FE::"Oh no, the red team is so overwhelmingly strong! Good thing they are kinda stupid and don't attack all at once." When i see this:"Oh no, the blue team is so overwhelmingly strong! How are we even going to kill their actually important units at all?
@Skyblade123 жыл бұрын
Well, normally dead units don't come back, and units also have to gain exp and such. Without that... Yeah, three unkillable units just makes the maps kind of ridiculous.
@seeibe3 жыл бұрын
@@Skyblade12 Yup, I think this would be more interesting challenge if deaths and exp carried over as normal. The one controlling the AI would then rather have to think about wasting as much resources as possible every map until they finally have whittled down the player enough to be able to win.
@RandInternet3 жыл бұрын
How about this for a rule: If red player kills a certain percentage of the deployed blue units (say, 50%), it counts as victory regardless of whether or not any of the lords were among the deaths. The idea here is that while you’re not playing with permadeath, 50% casualties on one map would be a make the save practically unplayable if you were, and would counteract the fact that this series gives the blue player an additional advantage compared to a normal game because they don’t have to worry about losses anymore.
@tankiegirl9 ай бұрын
What if killing Merlinus also counted as a game over?
@cornesalvo93663 жыл бұрын
No to forced attacks from Red, this series is fun to watch because the player of the Red team is playing differently from the AI, staying safe instead of throwing unit after unit at the enemy team. This entire series is going to lose its charm if a rule like this were to be implemented.
@aprinnyonbreak12903 жыл бұрын
Eliwood and Lyn (or other Game Over NPCs) not being able to end a turn while Rescued sounds really good, since they are pretty much the only lose condition the Red player has until powerful enough magic to kill Hector enters the picture, and in practical terms, for now at least, Eliwood being rescued by Marcus or Oswin is the same as a Pirate never leaving the island. It's a stalemate, albeit one the red player can at least suicide their way out of to lose. Maybe reinstate being able to rescue once you turn permadeath on, since losing the entire rest of your army is punishment enough, and actually makes good on the "Marcus can't be everywhere at once" argument. I think a blanket "no intentional stalemates" rule would actually cover both of them, and more strange map interactions besides. The Red Player Must Attack rule seems nice on paper, but I feel like that's just going to lead to foddering useless Soldiers until the main attack is able to begin, and it might have some odd strategic implications on a map where there are one or two Red units obviously not intended to dive into the player team, that now must do so, or else forcing the Red player to waste Boltings, which just encourages passive, non-play from the Blue player in exchange.
@michaelweir96663 жыл бұрын
I agree with all of this. What makes this entire series fun to watch is seeing Red acting within their best interest and Blue having to improvise to win. Forcing attacks every turn would spoil that entire concept. Instead, let's keep the focus on letting there always be an avenue to victory for either side and seeing who can manage what strategy to achieve it.
@tbc18803 жыл бұрын
This. Eliwood right now is the only way to win with a lord kill, and rescuing him with a basically unkillable unit is like ggs
@3XHS3 жыл бұрын
I like the rule about not carrying lords, but i’m going to have to disagree on the second rule. Using defensive terrain and formations is one of the prime advantages of the red team, and forcing red to get rid of their units for doing as such would make it harder to get a win. That rule also gets rid of strategies like harassing the backline with fliers, or surrounding and disabling enemy threats. I have a feeling that later into the game, clumping units together will be less effective for red, especially because they give up map control and maneuverability to do so (not to mention that blue can use rescue drops to deal with it) (edited for grammar)
@bens50933 жыл бұрын
I'm honestly against any rules that could limit creativity - Cyan's pegasus strat in this game was amazing to see. If anything, I'd suggest an soft agreement to avoid actions that would lead to a stalemate (like for the red side to retreat to an unreachable tile in this game)
@jamesmayberry783 жыл бұрын
This is like watching two people playing chess, but one has 3 sets of pawns instead of a back row and the other has no pawns
@maximocaseres25263 жыл бұрын
The precious anime snowflakes VS Random Soldiers
@MrEvol943 жыл бұрын
the pawns would easily win though. Can't take out one without losing one of your own.
@zandolocaste82003 жыл бұрын
Reminds me of a certain gamemode of chess callee Horde in which one player starts with a normal board while the other instead has like three or four rows of pawns.
@Firestar4041 Жыл бұрын
Knights might be more apt Able to move and cover the board, but cant really do much if their target is right in their face
@crobatman44483 жыл бұрын
Rescue rule seems good,but red must attacks might actually lead to people waiting even further back to bait units or sacrifice units that don't matter,i honestly prefer the massive set up over 1 fodder attack per turn.
@KaiserX403 жыл бұрын
The red units having to attack is a terrible idea.
@garretwatt99403 жыл бұрын
These videos made me realize that hector is literally invicible without mages so the new rule was a great idea.
@spacedoyster76863 жыл бұрын
Oh yeah! I had a late thought about a rule; how about something to encourage faster play on the Blue Teams side, like if a village or chest isn't grabbed, then it's contents aren't available in future maps? And, to balance it out, the Red team can't go for these resources in a way that the AI can't do normally. So, only Thieves can open chests and Bandits or Pirates are needed to destroy villages. Don't want to discourage other fun plays, like parking a red unit on a village or something, but it might be handy to have something to encourage Team Blue to play faster.
@rojeinclan7593 жыл бұрын
Perhaps instead of permadeath for Marcus, you could force him to always be rescuing a unit, lowering its stats. Probably a more interesting nerf than banning the silver Lance for example.
@VanguardRaven3 жыл бұрын
Make him carry Eliwood. Then in a situation where Marcus does die, it is an almost guaranteed game over.
@CrimZun3 жыл бұрын
“We’re just murdering all these little sisters here” “No sisters left alive” Ephraim: yeah we’ll see about that
@Darkoriax173 жыл бұрын
When Ephraim, Ryoma, and Chrom have had enough of the bullshit. Ephraim and Ryoma literally be like “Touch my sister and you lose a hand, try to hurt her and LOSE YOUR LIFE.”
@ImNotPr03 жыл бұрын
I think it's fair to have a rule where if the red unit kills a "large" number of blue units, they win. It feels like chapter 14 should have been a CyanYoh win due to him slaughtering the majority of Mekkah's army. "large" could be say half the units deployed (blue player must always deploy max units possible)
@ImNotPr03 жыл бұрын
After thinking about this a bit more, I think this would need some exceptions for certain maps like Light, but otherwise I think in general this would be a good idea.
@PinClockFuntime3 жыл бұрын
Cyan absolutely won Chapter 14, if Hector/Oswin/Marcus could have been killed, they would have.
@treyfolkmen79423 жыл бұрын
I agree to that. Was kinda cringy looking at 4-1 score with almost everyone dead. Also perma-rescuring frail lords is a scummy move.
@rewrose28383 жыл бұрын
I'll echo the same opinion: Rule about red player being forced to attack every turn is BAD. This will just encourage slower and defensive play from the blue player and worsen the Marcus/Oswin meat grinder situation
@Darkworldwolf3 жыл бұрын
Mekkah: so I´m kinda winning more often then not so let´s change up the rules also Mekkah: so yeah let´s nerv the enemy team even more
@emotional_st0rm3 жыл бұрын
fr
@dylanzlol7293 Жыл бұрын
Honestly the rules seem biased just to make the blue units get all the Ws
@Viranical3 жыл бұрын
Also gonna echo the sentiment that forcing the red side to attack is a bad rule, you could completely derail any attempt to set up by just bum rushing with marcus. I think a good rule to add would be red can't stall over terrain that blue can't physically reach on route maps. So instead of having the pegasi hovering over water they'd have to retreat back to land behind the choke point. Maybe have the rule be a unit can't spend 2 consecutive turns on inaccessible terrain so as to still allow for travel
@redwings134003 жыл бұрын
I think this will get tougher for the player as you get further along in the game, when the enemy gets more powerful units that can actually hurt Marcus/Oswin. So there's no real need to panic, I'd be surprised if the enemy doesn't start winning eventually.
@Skyblade123 жыл бұрын
Sure. Once permadeath comes in it will get similarly more difficult. But right now there's panic because the maps feel unfair and boring. There's zero tension when we know that at the end everything will be dead but Marcus and Hector.
@chandlerfields52633 жыл бұрын
I like the no saving lords rule but I’d add a small caveat, you can rescue them if it means you can complete a specific objective of the map that requires that lord to be far away (recruitment for instance)
@ando30873 жыл бұрын
the Library of Ruina BGM out of nowhere had me shook. Based.
@karpandsmeargle44713 жыл бұрын
With Rengor switching to LoR content too, dang, what a trend
@katto-wacko9 ай бұрын
I had to do a double take because Binah battle 3 hit me from nowhere
@zswords3 жыл бұрын
I like limiting perma-rescue options, though I think we should wait on the 'forced draw out' rule as is because literally everyone of these maps has been you treating it as a reverse defense map, and the only way to beat a ball, is with a ball or a bunker buster, and the AI does not get bunker busters, so forcing attacks would make the maps very similar to vanilla as is. At the current moment, the blue player doesn't need any counterplay because the red player has to do all the work to counter the blue player... oddly, enough, because Blue is already forcing red to attack which is inverted from the normal maps, and where a good portion of the difficulty comes in.
@carstan623 жыл бұрын
Perhaps a certain number of deaths should count as a victory for red. Like, technically Mekkah won chapter 14, but it definitely felt like a win for red.
@tankiegirl9 ай бұрын
Have Merlinus count as an extra Lord
@themediumplayer38293 жыл бұрын
I was not expecting Library of Ruina music to show up in random videos around the internet. 45:49. Good choice, Floor of Philosophy phase 2 is one of my favorite floor music pieces. And then Floor of general works phase 3 at 47:53, then floor of technological sciences phase 1 at 49:15. Neat music playlist. Aand back to floor of Philisophy phase 2 at 1:01:34
@SkySaito3 жыл бұрын
Library of Ruina has such a good OST, thanks for telling me which tracks they were in the vids
@themediumplayer38293 жыл бұрын
It's the first game I've ever considered buying the soundtrack of. Mostly because I've folowed it's development through early access. I'd heavily recommend the music from the floor of social sciences, the floor of natural sciences and the floor of Philisophy.
@jexusdomel51943 жыл бұрын
Of all the rules you could put, I think something to do with eliwood would be first. He's just too safe at all times. Maybe you could make finishing a turn with him on screen mandatory, so you could take him to safer areas, but never just be forever in other units. He'd still be pretty safe like this, but it would be more pressuring, and limit obvious defensive strategies with him. Also it's easier to implement than banning rescue with certain units
@CaptainCFalcon3 жыл бұрын
I'm fine with whatever rules get added, I'm just here for the funny Pegasus Knights. My only actual request is to have Excelblem here at some point down the line, cause we all know how efficient he is with Generics.
@Ludecil3 жыл бұрын
Forcing red to attack takes control away from the player as a human making their own decisions, which is the reason we're watching this series. Setting such strict rules makes it more like an AI following a set of rules, which kills the point of it. I'm not sure how well Hector, Eliwood, Oswin and Marcus can take on the whole game (plus later prepromotes), but I'm definitely looking forward to seeing the permadeath become active. Right now, Dorcas, Rebecca, Bartre, and the other side players are simply literal walls to protect Eliwood and stall for time until you run out of actions and resort to ferrying Eliwood around with Marcus again. Once the levels progress more, and once permadeath is instated, that strategy will become a lot less viable.
@BowandSvent3 жыл бұрын
Cyan routing the snags: M Y G O A L S A R E B E Y O N D Y O U R U N D E R S T A N D I N G
@solairefan54203 жыл бұрын
Love this series, imagine getting surrounded by people in red aggressively staring at you while you punch them
@anthonynguyen12893 жыл бұрын
All three lords must be deployed at all times if possible. This isn't a rule, but it's what this rule will force you to start doing. You'll be forced to always keep your eye on them as well as make sure they are at least strong enough to survive the Armads chapter with Hector. So we'll get to see Lyn and Eliwood fight
@JoeEmber7763 жыл бұрын
Yeah I like how the rules are right now, it's gonna get even more fun as the enemies actually start doing some semblance of damage & red player gets to move vaida & stuff
@TroidHunter3 жыл бұрын
SO, here's my take on the rules: "Make red player attack at least once per turn if able" This kind of just forces one of two awkward situations, since red-team attacks are usually not advantageous: A: Red player has to feed units to the enemy every turn to avoid breaking rules. (IE: marcus is put in range of a million red units and red team is forced to sacrifice a unit to him even if it offers no tactical advantage) B: Red team just has to stay way out of range and collect their force further away from blue team. This just makes the stall-war even worse. This rule would make sense in later stages of the game where red team would have units that can consistently cause damage, but doesn't really add anything in the early game where most of the red units are cannon fodder at best. It also doesn't really prevent blue team from making a "death ball" formation and just turtling through the map. Next rule: "Ban tank units from picking up squishy lords." This is an okay rule, though I think it's more trying to attack a symptom of a greater problem with this "pvp" mode: Every map is effectively reduced to a rout map for blue team (red team will block all objectives pretty easily with bodies) and a "kill boss" map for red team (literally nothing else matters except for killing the lords). I'd propose just giving red team an altenative way to get points: Red team gets 1/10th (or whatever amount) of a point for every blue unit dead at the end of a map, double for promoted units. SInce permadeath isn't a problem, there's really no reason for blue team to care about anything but keeping the lords alive. This would make it a little bit more interesting for blue team to try and preserve more units rather than just purely being a series of meat shields for the lords. It'd make it more of a contest of attrition, can red team wipe out most of the blue army? Right now at least, it takes 3+ red generics to kill a single blue unit, and for a tanky unit like marcus, it's easily 8 or more succesful hits. If we accept that blue team is always going to have some sort of an advantage, then it makes sense to give red team a way to get a "partial" win by getting fractions of points for small victories. Even later on when blue team and red team both have higher power units readily available, blue team is still incentivized to stall because of healers and protecting the lords, so, something should probably be done. At least this rule is simple to keep track of?
@jqness44613 жыл бұрын
Nah...
@Ubermunki33 жыл бұрын
I like this idea instead of partial points I'd say: 1 point for Each killed unpromoted unit. 2 points for promoted unit killed. Blue team: eliwood kills = 1 point Lords/lose conditions not rescued entire map = 1 point per maybe? Add more ways to earn points and have interactions that break up the monotone of win map vs lose map
@KaiserX403 жыл бұрын
CyanYoh won chapter 14 to me, he killed every blue unit that didn't have an OP def stat, so he deserves the win. The moment mekkah rescued Eliwood with Hector I knew he couldn't win.
@kevin-bf4ww3 жыл бұрын
what about the proposed rule would stop mekkah from making a 3 tile line diagonal in the top corner keeping eliwood safely away from all 1-2 range attacks, and just letting every other unit perish _ _ _ H _ E | _ M _ | _ _ L |
@sielklavar3 жыл бұрын
If red can't wall blue shouldn't be able to either. You have far better units and walking is the only remotely viable strategy they have to counter the likes of Marcus and Oswin
@TheHungriestNinja3 жыл бұрын
Personally, I don't feel like the red units are strong enough at this point to require them to attack each turn. If it's just to speed up play for your/the guest's sake, though, then that's fair.
@DaniDoyle3 жыл бұрын
Rule suggestion: when they are not auto deployed, the blue player must deploy at least one of the sword lords.
@papersonic99413 жыл бұрын
Nolan 🤝 Hector Having noodles for arms.
@godsendsdeath13 жыл бұрын
Watching this has literally made one of my childhood dreams come true.
@brutusthebear90503 жыл бұрын
Draws should be victories for the enemy. If more than 10 turns go by without you making progress for the goal, you lose. Rout maps are basically survival maps for the enemy.
@TheBronf3 жыл бұрын
i honestly like the "10 round" rule just because i have had a similar thing happen in wargames were my opponent is just like "you gotta come to me because i aint moving"
@MrMarket19873 жыл бұрын
Having read the comments and seeing how the duels have progressed, I feel Red should have no rules put upon it except obviously avoid forcing a draw/loss by distancing themselves constantly flying/galloping around the map or buying any weapons they didn't already start with even if they did collect extra gold(stealing from chests and villages is obviously fine of course). I also feel permadeath should not even be considered, since I feel the charm of this Red vs Blue setup is what can we get out of FE7 strategizing if Red is allowed to have half a brain with their superior numbers? That said, Blue should have to do the following to level the playing field a little and shake things up a bit: 1a. On Capture Throne/Fort condition maps, Blue HAS to capture within a set number of turns or they lose, meaning they have to actively advance in such maps while Red can choose how to slow or harass them on the way and it avoids turtling as much with tanky units that the Red mooks can barely put a dent on most of the time; I feel a good number of turns for now is the Chapter number as being proportional to the difficulty being presented, maybe with 20-25 turns being tops; Gaidens don't add to the count. 1b. Route-only condition maps should be treated the same. If there is a fort or structure of significance, they need to be making active effort to head to it as if it were attainable within a set number of turns. This way Red and Blue have a shared goal of defense and offense, and we avoid the turtling disputes on tough Blue units as much. It also means potentially baiting an incoming Lord into getting rushed by all remaining units to win with alternate conditions even if it leaves the objective wide open. 2. They must deploy all Lords on every stage that doesn't require it. Red will need a little help with its win conditions as Blue army grows in numbers and power. I think these are easy enough to follow while keeping the spirit of the challenge largely intact. Red has to make do with largely fodder units and less than a handful of _potentially_ decent ones, and they will always have a handicap of not leveling up or altering their gear much between stages. It might also encourage Red to not be forced to move their _entire_ army into position for offense OR defense every turn if Blue HAS to come their way eventually, since they might be able to make do with weakening targets so that the remaining units by forts or trees try to survive the turn counts; And I feel part of the reason Red takes a while to make their choices is having a lot of units and not too much they can really do with them very effectively without setup so far... Though this may need refining if it just leads to Red defending with every unit they got to stall the turn win condition, but then that would be funny to see at least once. Maybe Red designates from the start what units would be used for offense and defense roughly evenly and try to stick with it...?
@osmgoblackout3 жыл бұрын
This is my favorite series on KZbin right now I’ll love these, please keep this up.
@jesamoko40833 жыл бұрын
one rule you could add is that the enemy cant deplete your money in armories unless they got money in the chapter before you this way they would have incentive to hinder you but also ways to increase the strength of their units
@GlowingOrangeOoze3 жыл бұрын
I think forcing your "unkillable" units to be rescuing someone to nerf their stats is an interesting suggestion and worth a try. If that's not enough (honestly I expect it won't be) you could also just try permanently benching Markus. I expect that forcing Oswin and Hector to be stretched more thinly should have significant repercussions.
@LiroRaeriyo3 жыл бұрын
Watching this just makes me want to play fire emblem again. But then i recall that i'm gonna be fighting A.I. and i just feel like it wouldn't be as fun.
@TheAustin13 жыл бұрын
When the attack animation happens the fog music still plays I just wanted to point that out LOL
@dracoshield23443 жыл бұрын
I think it's an option you can turn on or off. But Attack! slaps so I don't know who would turn it off on purpose.
@Mekkkah3 жыл бұрын
Yeah I manually edited in all the music for this one, turned the game music off. Since I had to edit out a lot of bits (original footage was 3 hours for 2 chapters) I thought it might sound less annoying.
@ven37203 жыл бұрын
I'm just waiting for a map with enemy status staff users
@willharold7073 жыл бұрын
Recruitment results should be permanent. That would add strategy to how red uses recruitable units and how blue strategizes to recruit them. For example...if you don’t recruit Guy in his chapter, you can’t use him.
@conaghero3 жыл бұрын
I love these! Thank you for showing me how to do it! PLEASE continue this series. 10/10
@sethheristal95613 жыл бұрын
This is one of the best fire emblem content since a lot. It's incredibly engaging! keep it up
@OgreManGaming3 жыл бұрын
Honestly Mekkah, I feel like one rule that would balance the game a lot would be making any weapons that are damaged in the human playthrough similarly damaged in the ai one, as that would make the red team have a more permanent goal without needing i activate permadeath until later. Just a thought thi
@StegDarkhorse3 жыл бұрын
You know, I don't think Mekkah is going to get max out his Strategy Tactician Stars this time.
@CiaranMaxwell3 жыл бұрын
"How do you ever lose someone in Fire Emblem?" Easy. The AI is stupid, and stupid is hard to predict.
@joho44303 жыл бұрын
Library of Ruina music 2: Electric boogaloo.
@a_somebody95192 жыл бұрын
Oh shit this series is legitimately great. The Ruina music just makes it better, love the timing on the music too
@adamthebatmanwest3 жыл бұрын
My rule suggestions would be no rescuing any lords, so that they are always "in danger" or at least not keeping them rescued. (So you can rescue drop to reposition with a cav but not keep them in the cavs pockets) And having permadeath for 1 unit of the opponents choice. So after the map they get to decide 1 unit that stays dead that has to be suicided or undeployed if possible.
@MercuryA20003 жыл бұрын
That's a good way to go about it. Then Mekkah has to at least try to defend important units like his healers and mages, or else someone can snipe them. My original thought was something like 3 lives, so he just has to be careful in general.
@PinClockFuntime3 жыл бұрын
Cyan absolutely won Ch14. no Rescuing Lords/vital units should absolutely be a rule, makes it hard if not impossible for blue to Lose.
@bubblebeampiplup81323 жыл бұрын
Mekkah: noooooooo you can’t have ambush spawns come in and kill my units Cyan: hahaha brigands go brrrrrrr
@SuperLankyness3 жыл бұрын
Maybe use the randomizer to buff enemies? Adjust % to compensate for relative skill
@blaznpookie3 жыл бұрын
I personally don't think the red player should be forced to essentially throw away a unit every turn. Part of the fun of this series, to me, is watching how a human makes the most of what they have and does things the AI could never do. For the sake of appreciating the strategy involved here, I don't think red should be forced to attack if they don't feel it would be optimal
@sielklavar3 жыл бұрын
Agreed, honestly blues play style tends to make the series less interesting than reds, and it was particularly shown in the gaiden when red just can't do anything while blue keeps hitting end turn
@joshuabonesteel23033 жыл бұрын
I dont feel there is a lot of maps so far that would make alot of sense for red to defend. Maybe the map with guy, but that would be about it. False friends was the closest red is going to be able to come to winning for a bit.
@sanoga20113 жыл бұрын
The red side accessing villages is the major chad move 😆.
@davidnelson33163 жыл бұрын
Merlinus is smarter than micaiah so he wouldn’t refuse to be rescued
@brubie75843 жыл бұрын
Some rules could be no training units that were killed in the chapter when you replay and doing something about powerful weapons (like saving how many killing edge uses and silver lance uses are used)
@dustintanksley99503 жыл бұрын
One alternative to permadeath that might improve the dynamic of whittling down the player forces without being too punishing would be a mechanic similar to the revival mechanics in Dragon Quest games. Essentially you can chose to revive a character by paying a gold fee associated with the player level. Charging something like 10 x level gold to keep a lost character would at least encourage some strategies in these early maps besides everyone is an eliwood meatshield. The amount might have to be adjusted (and maybe scaled in later chapters), but I do think that would give especially the early game some real consequences, but not completely ruin the run before it can get going.
@Draeckon3 жыл бұрын
Alternatively, maybe instead of perma-death, the affected characters are out of action for one or more missions afterwards?
@NieOrginalny3 жыл бұрын
Repeating request to add a third person for green units if there are any in the chapter I don't know what their win condition should be, or if they'd just be an ally, but I think it'd be funny with how they can hold blue units hostage with rescue
@whattheshmitty3 жыл бұрын
I'm actually working on a co-op hack for FE8 It has totally independent green armies with unique officers. There are also rewards for keeping the green units alive and so as to not treat them like cannon fodder. When I'm done with the hack I could just add a "chaos" patch that treats the green army like another enemy and then it would be a free-for-all. But I need to complete my hack first. It may be a few more months. I have to add in more enemies and balance the game to compensate for the extra army as well. After that hack is complete, I'll probably move on to FE7
@Trubbsy3 жыл бұрын
@@whattheshmitty dam dude, that sounds epic!
@blademadlabs24233 жыл бұрын
I agree that forcing at least one attack from red team if they can each turn would definitely make it a lot less slow
@Fujixel3 жыл бұрын
I'm glad you uploaded another one of these c:
@ares5gamer3 жыл бұрын
I really am enjoying this series! Keep it up!
@ZackofSpades3 жыл бұрын
I mean... the most obvious rules I can think of are: 1. No forced stalemate condition (It's a conscious choice that makes it not interesting to watch) 2. Enemy can't visit towns or shops (Player should still have every resource normally available, if much harder to get to, so that there's more interplay between risk and reward) 3. Enemies can't drop any pickup-on-death items. (Same point as above. Trading the item away or hiding that unit is vastly more interesting than "lol no soup for you.") The rules about not rescuing the lords with tankier units only works right now. Later on, when the enemy has way more to work with, those tankier units are going to suffer as much as anyone else. These are still the early, easy missions. Setting up too many rules now might see you being completely overwhelmed by unbalance once the game decides to equalize the difficulty itself.
@rogerdelunel92053 жыл бұрын
This series is great! Keep up the good work!
@alejandrogarcia30043 жыл бұрын
51:10 "If it's green that means you can do another action" Wait WHAT?! played this game for years and I didnt know that lol haha
@torchart69073 жыл бұрын
Definitely agree on the no rescuing Eliwood (and later Lyn) rule. Gives the enemy an attainable win condition. I also wonder, what would you think of maybe forcing Eliwood and Lyn (or just one of them) to be deployed in every chapter? Again, that would give the enemy an attainable win condition each time.
@omologo953 жыл бұрын
I really don't know how the Blue player can ever lose unless there's like 50 Peg/Wyvs around. The unit quality is just too massive.
@AmberSixtyFour3 жыл бұрын
loving this series! i felt bad for those 3 bandits that guy fought lol, poor bastards didn't stand a chance
@emotional_st0rm3 жыл бұрын
not being able to rescue eliwood is a good rule, cause otherwise there's practically no way to actually win for the red side. making red attack would be a really bad idea though, it limits and punishes strategy. i've seen people mentioning a rule that would warrant a game over for enough blue side deaths, and honestly that would be really healthy it makes you play it like an actual FE, where you're actively trying to avoid just foddering off units
@TheBeundo3 жыл бұрын
Haven't fully watched the video yet, might edit this post later, but just wanted to point out that there's a alternative that's just downloading FEBuilder. It has the mentioned patch that you can apply with just a button press, but it also has a variation which lets you individually give control to enemies and/or NPCs to the AI or the player, as well as a casual mode patch. NUPS also can have some checksum errors, unlike FEBuilder. And besides, it's FEBuilder, you can use that to make other edits and gives you a lot of options with the debugger.
@reid51793 жыл бұрын
I don't think any additional combat/rescuing rules are necessary. It might seem unbalanced right now when the three juggernauts can always carry the blue team to victory, but once permadeath is established, or at least some semblance of continuity between chapters (i.e., resources lost to the blue player in the video will still be lost in the off-screen chapter replay) the balance swings back into the red team's favor. They can play for long-term strategies by denying resources or killing good units that are not game over conditions to make following chapters progressively more difficult.
@phillipjones29243 жыл бұрын
I like this series, but been waiting for a long time for an RD version
@OrigamiAhsoka2 жыл бұрын
The mage does 11 damage to an armor knight and doesn’t double. I have no words for how ✨amazingly good✨ the enemy units are in this game
@PublicNMEno13 жыл бұрын
@Mekkah Proposed rule change: Leave all other rules the same, except that killing either 5 blue units or killing half of the blue units counts as a victory for the red team. Discretionary whether to include falsely "recruited" units like Priscilla or recruitable green units like Erk who dies before getting recruited.
@Viranical3 жыл бұрын
Also for the maps where you aren't doing permadeath you could have a rule that blue has to focus attention towards the red unit that killed a blue unit as a sort of revenge/rescue motivation so as to make deaths more impactful in the moment since they won't be impactful long run
@Erkibabe3 жыл бұрын
it literally never came to my mind to rescue merlinus and get the F out of the middle... whoops
@Darkoriax173 жыл бұрын
1:03:48 Oh shit that’s right. This is the prequel to Roy’s game.
@AlxWinter9 ай бұрын
Thx, now i can play with my cat
@lavendelblume69553 жыл бұрын
How about Marcus only having one weapon? Or he can’t hold potions (or both)
@TheBronf3 жыл бұрын
i know it makes episode longer but i dont think having "red must attack" works at all. i see this type of thing "can the other side really win if it had a human controlling it" would a percent of deaths on the blue team could also be counted as a loss? not sure how it will effect end game
@sir_bolla40483 жыл бұрын
jaja a pesar de que soy de habla hispana me gusta bastante este contenido, (and thank you very much for teaching how to have that modification! now I can play a VS with my friends...although I will probably lose)
@Sanin20093 жыл бұрын
Some ideas for series: - You might allow ban either Marcus or Oswin (or at least ban them using weapon) - Lords and green units can't be rescued - if "x" blue units die - enemy wins - Some unit (any choice?), like Marcus, should always carry Rebecca and if this unit dies - enemy wins Aaaaand you also can gather up all/some_best ideas and let your opponent choose any perk :D
@Sanin20093 жыл бұрын
To be more precise, I don't think permadeath is a good idea, you might just screw yourself over in later chapters, or even just give up in the middle of the chapter to restart it against AI. Handicap should work better IMHO.
@thegoodoldays9113 жыл бұрын
I kinda fell off fire emblem and fire emblem youtube content for a while but this series seems super fun.
@Stachelbeeerchen3 жыл бұрын
Cant wait for the first seal to just have two units the "AI" has to surround.
@typhooncarter3 жыл бұрын
I would like to see Dondon have control of the enemy and see how he would fully utilize them
@ussgordoncaptain3 жыл бұрын
I wanna see legrandgrand do it, I know he's a master of the art of the suicide
@Dragonite433 жыл бұрын
Personally, I don't think you should do any rule changes until you play with the current rules you have.
@Alcor983 жыл бұрын
Permadeath is a bit too harsh but having your best units optimized against fe7 enemies is a bit unfair. Should be a kill condition like if you lose a certain amount of units or take too long. This should be a win for enemy phase. (The second chapter) Although the first one played right leaves little chance for an enemy victory. Marcus is a bit too unfair early game.
@kentmichaelgalang6863 жыл бұрын
man, the last part of chapter 14 reminded me so much of advance wars good times
@volkswagenginetta3 жыл бұрын
i think my one rule i would suggest is no stalemates (like sticking a unit in a place of terrain where it cant move then killing of the units on red that can reach the terrain) if you are doing a strat like that its "not easy" to accidentally do and it ruins the map because everytime he could just do that.
@emblemologist43223 жыл бұрын
Yo mekkah, dunno if you will see this but theres an alternate way using the program febuildergba. All you gotta do is open the gba rom, go to tools and click patches, then search "control" and it should be there at the bottom. Then you can click on the "default" option to then change it to "control enemies" and hit write, then back out and save your changes. Should work for any of the 3 gba fire emblems as I played it with fe8 (which btw that game is kinda hard to lose, seths broken)