Problems with Capped Stats

So last month I was playing through The Morrow’s Golden Country and I was really enjoying it at first, I was getting really strong units and building up a powerful army with capped stats. But then I ran into a problem. With such powerful units, when they died I realized that means I’d have to put backup units in my army, far, far weaker than the level curve. It got so bad that I gave up before reaching the ending chapters.

Now, I’m aware that units below the level curve is always going to be a problem in FE, but I’ve never experienced it in such a violent gap such as TMGC. That’s why I actually prefer low tier spam in FE7, so that way, if necessary, you can train reserves. Now, I may be a bit harsh on TMGC but what do you think? How would you balance a level curve to the point where it’s hard but you can still train up backup units?

2 Likes

i think if you’re at the point where capped units are dying at a regular rate, the problem is the game’s design; training reserve units wouldn’t really matter because they would in theory also just die, even if they were getting bonus exp or something

5 Likes

Well, it depends on which stats are capped. Plus if I remember right that hack gives you 2 mages and a spell rogue at first and they all have meh to outright bad defense AND has a 3’rd act moment where your 3rd team literally gets ripped down to like 3 people so death is non-optional.

I think it’s possible to introduce fe9’s experience value distribution system, but as the friend above said, you’ll run into these kinds of problems mostly because of the creator’s settings, so it probably won’t be as effective, but it should solve your immediate problem

1 Like

Maybe certain endgame classes can have extreme res or def and basically none of the other so you can have weak units contribute.
Like fighting low res generals with low level mages
And dealing good damage to a high level druid with a low level fighter.

I think a lot of hacks might do this already I dunno, I remember playing a hack at some point that had bishops in the lategame with like 4 defense or something.

Usually, if a ROM hack wants to be ironman-friendly, then they would provide a constant stream of up-to-par units.

Furthermore, TMGC is designed to be beaten with even 0% growth so you don’t need capped units to beat it.

2 Likes

In general I’m not the biggest fan of ramming cap gameplay more in regards to that ramming caps becomes the expectations for unit performance vs discussing how “oh i had X do this with his stats”

TMGC mostly supplements this with unique skills, combat arts and/or prfs making the cast usually stand out well.

Back to the topic at hand

Tmgc it does a good job at constantly giving you new units that are very competent at base and it is design to be beatable on 0% unless you just are locking yourself out of recruitments period.