Nobunaga's Emblem - Bad Ideas S.A

DISCLAIMER

All of this, as indicated in the thread’s category, are concepts, and due to kinda being unable to separate the concept tag from the project tag, this is somewhat the only category I’ve seemingly been able to adjust this in.

TL;DR: This is not a project, merely a concept. If this is better moved to a different category, do say.

Hello there, this is Lesk, your bland nitpicker of the day, who’s here with possibly the worst crossover/idea/concept ever.

Fire Emblem x Nobunaga’s Ambition.

For the ones who don't know what Nobunaga's Ambition is

Although the most closer perception of it on this concept (due to games played) would be something nearing Pokemon Conquest (for if that name rings a bell), Nobunaga’s Ambition is a turn-based grand strategy role-playing simulation game.

Grand Strategy as in your control is not just an army of Fire Emblemers with your mandatory blue hair cuck, but with having to shoulder an entire country, and, depending on how complicated do you wanna go, relationships with others, army building, resources, etc.

Now, the general thing would be thinking about possible “plots” (possibly all bad) and possible mechanics to make it feel like an actual “crossover” of sorts and not just be Fire Emblem ported to Nobunaga or viceversa.

Concept 1 - Emblem's Ambition

This would be the “simplest” of them, though at the same time, the lamest of them.

The continents of Archanea, Elibe, Fodlán, Judgral and Zenith have been split apart and rearranged together, and, within the confusion, chaos reigned. It is now your duty to fend off known attackers from other games.

So, yeah. Remember how I said that I didn’t want Fire Emblem ported to Nobunaga?

While it is still an option, and it could be managed towards early-game conquest+management, it could later be redirected towards finding the source of the whole continent mishap.

Although starring as one of the main lords would be a good option, it also could technically mean that one would have to prepare for dialogue options and making every choice somewhat easily available early game (not get nuked turn 1), to what I consider that simply making an avatar mc (we hate those) could probably be the best choice.

Concept 2 - An entirely unique story

Maybe it can just be a new game from the ground up, no references from other games, no mentions of other kingdoms, just a raw tale of people uniting a country through war, diplomacy, intrigue and others.

This could technically hand-wave some issues that other options could have, as in you necessarily wouldn’t need to enforce full-on recruitment rights for everyone, but could create other issues, besides having to carefully make every characther and every nation from the ground up - making it an excessively ambitious project.

Here, it could fall between an avatar mc or a normal mc, though it’d still be safer to be kept as a Tactician.than a playable, and since it would be an “original” story, there would be no need to stretch it further from a whole uniting the continent game.

Concept 3 - Nobunaga's Emblem

Just as said before on Concept 1 that having just a port in would be lame, we’d be having kind of the opposite kind now: Porting the plot and concept of Nobunaga’s Ambition, and just slapping some Fire Emblem mechanics over it and call it a day.

While technically, it would be a somewhat boring choice, it’s also one that feels that would turn out to be more faithful to the original, where the focus is placed more on making the game work as the original, except on the GBA under the Fire Emblem engine, adding mechanics as the leveling up, inventory and others, foregoing Supports completely.

Overall, though, I’m not extremely keen on this option, despite technically being one that could be managed the “easiest” (all extremely complicated anyways).

Concept 4 - Nobunaga's Universe

I wonder if there’s any way to make a concept that could invoke hell on earth.

Now, what if, and emphasis on that if, this was a community project? (we hate those)
A full-on conquest game where all the enemy countries and possible recruitables come from various fan projects completed or left to vanish by years past?

A project that would surely get cancelled over which lord has the biggest growth on the most relevant stat as people would be unable to agree with each other seems like the go-to idea.

Fruitless banter aside, this concept’s story would somewhat be similar to Concept 2’s plot, whereas everyone has been stuck together (with glue) to an unknown place, and putting differences aside (or not), each game fights now for supremacy within the newly formed continent of this game.

Hell on earth, I tell you.

On possible mechanics

For Fire Emblem mechanics that could be added up into this, most choices feel like tricky things.

Support, Fatigue System and Weaponry all make sense, but Permadeath makes it iffy.

Considering this would be a strategy game where the win conditions and loss conditions are not tied to the success of one single battle, making characthers perma-die could negatively affect the game, as if its bound to “main characther dies, game over”, it doesn’t really make much sense on the larger scheme of things.

And without mc game over, it can feel like every other unit trained can be quickly rendered wasted time on a loss over a mc that technically doesn’t die.

Yet, without death, there’d somewhat be a slight lack of taking one of Fire Emblem’s core mechanics (that is ignored nowadays thanks to Casual Mode, savestatting, and other things o’ life), which is the permadeath mechanic.

Of course, while this could technically be completely avoided by just having a Tactician MC (no more battle for them) and have it just be sending known units to the battle against other units.

Now, recruitment. Up to what extent should units be recruitable? Should everyone just go by the laws of “You conquered my kingdom so now I’ll swear my allegiance to you”? Should people be recruitable under specific conditions? Should there be just some units that can be recruited at all, limiting the fact that its aim is for it to be a “Everyone is Here!” kind of game? Have been trying to ponder it and I don’t seem to come with a satisfactory answer.

And then, we have Nobunaga mechanics coming in. How much strategy and resource management should be inside the game? Should there be any kind of diplomacy? How should the other countries act? Should there be “technological developement”?

Should there be any kind of “overseer” whose favor could be used against or for someone, just as a “court” existed on the originals? Should sabotaging, intrigue and such be a thing?

Maps also are a thought on this, as technically the difference on realms might shake things up a bit - and while having familiar maps come back in would be something, the size of them would be heavily affected by the context, (skirmishes, attack on towns, sieges, full-out war, etc.).

There should also be the concept of “time” within the game. Should there be some sort of record keeping as the turns pass by?

At some points, there isn’t really much of a concise idea of how to handle it without it feeling it weird or strange.

And for now, that would probably all this trainwreck of a concept thought out here thus far (I might hate myself).

Extra Question for totally not a different bad concept

Inside the concept of the free-roam inside chapter maps, could there be any way to make it so random encounters could happen within them? (Zooming into a larger map, as if it were one of those RPGs per turns that swarmed you with grindable encounters)

3 Likes

Oh, so you wanted to port the mechanic (or… gameplay style?) of Nobunaga’s Ambition to Fire Emblem. I thought you wanted to make a Fire Emblem fangame about the story of Nobunaga Oda, from being the Fool of Owari to become Japan’s Shogun, until his downfall at Honnoji.

I don’t know if it’s possible to port Nobunaga’s Ambition’s mechanic into the game, but looking at your first concept, especially the “many continent got split and rearranged” part, it kinda reminds me of Warrior Orochi, where the titular character merged Three Kingdom era China (Dynasty Warriors) with Sengoku Era Japan (Samurai Warriors) for whatever reason.

Tbh, I’m really a big fan of Koei Tecmo’s version of Nobunaga, especially the Samurai Warriors 2 version of him.


It’s just that simple.

2 Likes

I haven’t played Nobunaga’s Ambition, but i did play some of the older Romance of the Three kingdoms games, which plays pretty similiarly, aswell as Dynasty Warriors, Samurai Warrios etc, and its Empire modes. I had this idea for a long while now actually. The story does not matter as much as the general Scenario does in my opinion. And the Scenario could just be a slightly adjusted base FE Story.

The more important part in my opinion would be the mechanics, but before i go over them let me say that if such a crossover game were to be made i think using Lex Talionis would be the best idea to do so, as new mechanics are MUCH easier to implement than on GBA.

Support, Fatigue System and Weaponry all make sense, but Permadeath makes it iffy.

Considering this would be a strategy game where the win conditions and loss conditions are not tied to the success of one single battle, making characters perma-die could negatively affect the game, as if its bound to “main character dies, game over”, it doesn’t really make much sense on the larger scheme of things.

And without mc game over, it can feel like every other unit trained can be quickly rendered wasted time on a loss over a mc that technically doesn’t die.

Yet, without death, there’d somewhat be a slight lack of taking one of Fire Emblem’s core mechanics (that is ignored nowadays thanks to Casual Mode, savestatting, and other things o’ life), which is the permadeath mechanic.

Of course, while this could technically be completely avoided by just having a Tactician MC (no more battle for them) and have it just be sending known units to the battle against other units.

First of all, i don’t think an all units with faces vs units with faces thing would work out, you would probably have to assign some of your actual characters as commanders, and give them a group of generics as their troops.

Others may disagree but i personally feel like permadeath is one of the most central parts of the Fire Emblem experiences, however having more than half your playable cast die in one battle would be pretty bad. Some ways to deal with this would be to make it so not every time you defeat an enemy commander, they actually die, say, only when they take half their max HP in damage, and die, they actually die. Instead you could have them take permanent injuries, and i don’t mean “You lost 1 RES” type “injuries” like that one FE clone that flopped, more something like Battle Brother’s Injury system, say you lose an eye, that would massively reduce both your maximum and current skill stat. Another thing you could do would be to have a retreat mechanic where your units get a slight movement boost at the cost of lowering their combat stats. This would enable you to still get some commanders and units out of a battle alive.

Regarding the question of what happens when your leader dies, this obviously doesn’t fit that much story wise but you can just have one of your commanders become the new leader, or have different conditions for game over.

In conclusion: Permadeath, but under specific circumstances

Now, recruitment. Up to what extent should units be recruitable? Should everyone just go by the laws of “You conquered my kingdom so now I’ll swear my allegiance to you”? Should people be recruitable under specific conditions? Should there be just some units that can be recruited at all, limiting the fact that its aim is for it to be a “Everyone is Here!” kind of game? Have been trying to ponder it and I don’t seem to come with a satisfactory answer.

Seeing how say Elibe, does not have enough character to add to every faction, i would just say make up new generic “heroes” that fit well enough into the lore, the Repo helps here massively. Then you just make it so you spend money to look for them and can then hire the ones you find, convince them to join under certain conditions, etc.

And then, we have Nobunaga mechanics coming in. How much strategy and resource management should be inside the game? Should there be any kind of diplomacy? How should the other countries act? Should there be “technological development”?
Should there be any kind of “overseer” whose favor could be used against or for someone, just as a “court” existed on the originals? Should sabotaging, intrigue and such be a thing?

I think there should definitely be atleast some resource management, but not quite as much, maybe something along the lines of PS2 era _____ Warriors games Empire mode? Strategy would mainly be up to the player’s skill, influences would be the terrain the battle starts in, and weather, this could probably be done similarly to the Total War games.

You definitely want Diplomacy and Intrigue to make it stand out, otherwise it will get boring very quickly. Again here we could go with assigning non generic units with tasks ala Romance of the Three Kingdoms. Maybe you could even assign units as being governors, and having to manage their relationship with you, although this might be going a bit too much into a Crusader Kings type territory.

Maps also are a thought on this, as technically the difference on realms might shake things up a bit - and while having familiar maps come back in would be something, the size of them would be heavily affected by the context, (skirmishes, attack on towns, sieges, full-out war, etc.).

Again i think the repo can really help out here, grab a couple maps that fit, maybe edit them slightly depending on context, and have them appear depending on if certain conditions are met.

There should also be the concept of “time” within the game. Should there be some sort of record keeping as the turns pass by?

Yes definitely. Although you can just say every turn on the world map is 3 months, and have that be the time counter. 17 turns in means 17 quarter years since game start date, so 4 Years and 3 months

Another thing i think would be absolutely crucial is having a world map, and a battle map just like in the games. World map is where intrigue, diplomacy, and moving of armies happens. Battle map is what happens when 2 armies collide and start to fight one another


How possible is this all to Implement? If you wanna do it in GBA its probably Impossible unless you make some major concessions. In Lex Talionis i think its definitely doable, but might require some Python knowledge for some of the more advanced mechanics, although i think there are workarounds for almost everything to do without Python.

One thing that i think would be very cool to have, and increase replayability a lot is Multiplayer. However i think this is one of the points where even LT cannot help, you could do Advance wars like local multiplayer via Parsec though without much implementation

Lastly, i would honestly be down to make such a project, and might have time after December or January, so if you’d be down to try to do it lemme know.

2 Likes
On Lex Talionis.

As I’m reading about Lex Talionis capabilities, it starts making sense that such a game should be done in that software instead of through a base GBA rom, alongside its innate limitations.

On faces vs faces and commanding

This sounds as a good idea, as by one side, the approach of army commanders sounds like a reasonable choice, but it makes me wonder about some things.

  • Would it be FE3H styled? As in, battalion styled and its still just face on your army vs enemy faces/faceless? (Which doesn’t sell me)
  • Would it be instead you having a whole army of blue/green units commanded by each unit? Could this lead to leadership skills and managing the growth of your generics? Would this increase heavily the amount of time it takes to clear a map? While it reduces the amount of stakes (yet makes it a notable loss) related to have units die, it still makes it be somewhat relevant t the game - not reaching to having commanders even die.
Permadeath

On the injury system, considering they’re also commanders, I think it could also affect their troops (if any left) negatively, or hurt their reputation (if a system based on that is done), or similar non-physical penalties are inflicted to them.

On losing the leader, I start to think that maybe a Tactician MC or lame “I slep in castle” dude could technically work, but I guess there’s always something on having your own MC fight with your units.

On recruitments

Considering this is dependant on the plot taken - as an “Everyone is Here” game would have some sort of condition making, if a different direction is taken, I’d say having a fair share of enemy-only characthers could still be reasonable.

On the “Everyone is Here”, its quite possible that a lot of exclusive characthers and splits would be somewhat necessary to keep everyone recruitable to a fault.

Mechanics of Nobunaga's

I agree that Diplomacy and Intrigue having a relevant focus would be needed - could this direct to commanders having extra stats for these - as in Charm/Wisdom or such? Relationship managing also sounds like something that could be interesting to have, making you have to appease your own country before reaching out.

On this thought, I had the generally bad idea of having each world map turn be a month (roughly), and battle maps be limited by 30 turns (resembling days passing, although this could be taken off for some specific maps)

In the case you become able to do such a project, I guess I’ll be there (I just didn’t think I would make it this far.), so I might take this on preparations.

1 Like