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Ah ya I assumed he had done that side, good point 40 thank you.  Plus the screen shot def makes it very clear :)

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I feel you on the hardware my friend, I can not really run ue5 yet either.  I hope to change that in the future, but ya for now ue4 is perfect for me.

Tactics was very different to the normal ff style of play, it was a big battle field where you commanded a large force vs enemy forces.  Similar to the style of xcom if that is a better reference?

What I am taking from ff-tactics was there job system, which they did use in I believe ff4 or one of the early ff games, but it was expanded on in tactics.  

basically you start as a basic unit, then you can job change and level that new job.  As you get high enough you can retain learned skills from other jobs as you continue to unlock and change jobs.  Ie. you could learn how to use 2h from the knight job, then learn how to duel wield from the ninja job, and then become a barbarian who can use a 2h in just 1 hand, combing those different job skills allowing you to duel wield 2h weapons.  It is a really interesting way to add a lot of build potential and depth of choice.

In terms of combat I am going closer to other FF games, but without the ATB gauge.  You get to use your full team on your turn.  This means we can't use haste or slow type skills, but with controlling your full team it allows for combos and synergy to your builds.  You can buff with 1 guy, debuff with another, and then attack with your juiced up dmg deal who was buffed.  This allows for a lot of strategy in your team and battle turns, which will be very interesting when we have 1v1 pvp arenas.

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First off Majid, yes it does become more and more complex with more party members.  That is for sure the case, but I am sure you can get there with time.

The job system I am using is similar to FF 11 online, except instead of picking the 1 sub job and getting the skills from that job at half ur main job level I want you to mix and pick any skills you want.  So a white mage could have a black mage skill, but he could also wear heavy armor if you train in warrior, or have a strong melee side etc.

I plan to make the game for PC at first, but a console edition is not off the table if the PC version goes well.  There is currently partial controller support in place in my prototype, but most menus require a mouse click atm.  To make menu's usable with controller you need to instead of using buttons use highlights so they can move through menus with the d-pad.  It is more work than just using buttons the player can click and why I was skipped at this stage, but I 100% plan to make the game controller friendly as I personally enjoy playing JRPG's with my controller or a combination of the two.

As for your own game, I think both turn based and action are solid options.  I played the new ff retrograde on PC and I really enjoyed it, however I personally prefer the older ff7 turn based style.  The remake instead of gradually building ATB and then using skills / spells / attacks on your turn, you are spamming basic attacks to build the ATB gauge and then using skills / spells when you fill the bar up, while also dodge rolling around like a maniac :)    It is fun and honestly I think both styles are super valid ways to play through an RPG, but for me personally I love turn based.