Good afternoon everyone.
I have been thinking about the core mechanics of Fire Emblem for a while, and one that has always stood out to me is doubling. Being present in every single game, while working mostly the same with only a few adjustements. I would like to share my insight with all of you and ask about your thoughts on it.
So, if two units fight the one has more Speed gets to attack twice. This is the case everytime except on certain games or when using certain weapons. The things that vary are the exact threshold, wether weapon weight exists or not and, in case it does, what counteracts it if anything.
However the result is the same, Speed is usually the most sought out stat. Logic would say that having more offensive stats (STR/MAG) makes units deal more damage, while defensive stats (DEF/RES) makes units resist more. However Speed grants you both things, since having enough to not be doubled avoids being dealt double damage, while having enough to double allows doing so to others.
Most One-rounds require doubling the enemy, since One-shots are either the result of a critical, an effective weapon or a huge power disparity. One-rounding while doubling can be done with a cheap weapon, more reliably and against “matching“ opponents. Of course this last point depends on the game and difficulty, but it still can’t be ignored.
With all of this in mind, I have started to see doubling as I did the old WeaponLevel stat, a core gameplay mechanic hidden away in the unit’s stats. And just like WeaponLevel turned into Weapon Rank, a separate parameter that dictates what a unit can do, I have begun to think about doing the same to doubling. This would relegate Speed to be just the counterpart to Skill on the opposite end of the accuracy formula and open up new possibilities to balance units.
The first idea I had is giving units “Speed Tiers“, which would look like this with FE6 classes:
| Unit’s Class |
|---|
| Swordmasters, Pegasus |
| Heroes, Lords, Nomads, Valkyries |
| Paladins, Snipers, Berserkers, Sages, Bishops |
| Wyverns, Warriors, Druids |
| Generals |
Units in a tier would double those below them and be doubled by those above. This consistency in who doubles who would allow for more extreme balance measures to be taken without risking overtuning units. In a way this would turn a soft reality into a hard one.
The second one is to take the “Speed Tiers“ and have it be unit dependant instead of class dependant, so players can get outlyers like fast armors or slow myrms. It would be a special stat like movement or constitution, and would have a very small growth if any. This way it can also interact with both weight and constitution as the old AS did.
The third one is going with what FE4 did and have it be a skill unique to certain units, or just removing doubling altogether (based).
So, what do you think? Would a more static doubling framework bring any upsides? Could doubling work and be fun while separated from speed? Should it even be or is this all a nothingburger? Personally I plan to try and make a hack incorporating these concepts to see what would change.
Also if anyone knows about a hack or game that does something similar to what I described with all that speed tiers segment I would appreciate you telling me, since that would probably answer my inquietudes. I haven’t played that many srpgs outside of Fire Emblem to be honest, so I might just be trying to reinvent the wheel.