You have the eternal stairway, in birthright you go up in your way to the wind tribe, but in conquest you still go up when you started at the wind tribe.
As a mostly Rev(and sometimes Conquest) person, it's in my blood to hate that map with a burning passion. But even when I play it in Conquest I don't find myself having a great time with it.
i really want to like it; I enjoy the layout/enemy formations and the wind mechanic, but combining the two? it just makes things way too chaotic. With how complicated and bridge-centric the map is, the wind will often end up blowing your units across the entire map trying to find a valid tile for them to stand on, often deep into enemy territory or way back to the start, so it just feels awful to play unless you use a bunch of fliers.
Having to do stuff like move your units down to the dead-end path in the bottom left corner just so the wind doesn't blow them too far upwards into range of the Kinshi Knights and other enemies is not fun; it slows things down to a crawl and is overly punishing when you inevitably forget to move someone or account for the wind.
putting the wind mechanic on a more simple map (like the Birthright Wind Tribe map) or even just making it only heaped like ever 3 turns or something would turn Fuga's Wild Ride into one of my favourite chapters, but as is it just feels a bit too messy with the wind creating too many variables that overcomplicate the genuinely well put together enemy formations and make just cheesing it with fliers too attractive of an option.
it's funny too because Conquest is the only one that actually has a map on the eternal stairway, so it would really not be hard whatsoever to just have Birthright/Revelation go down the stairway instead of up it. don't even need to model a whole new background for the cutscenes; just make the characters come soft the other side of the screen and change the dialogue accordingly.
But being eternal doesn't mean that going up from hoshidian soil makes you end in wind tribe soil and going up from wind tribe soil makes you end in hoshidian soil, it would be better to understand if it was a teletransporter or something somewhere so you end up in hoshido in FE conquest
I never noticed that. That is weird.
Because they were really proud of making Fuga's wild shit show and wanted Conquest(and Rev) players to experience that garbage.
Good map
So good that they made it like the 3rd map in Rev for some reason.
See it's placed in a weird spot in rev and it's too long for an earlygame map but it's still a fun map. The conquest version is way better though
As a mostly Rev(and sometimes Conquest) person, it's in my blood to hate that map with a burning passion. But even when I play it in Conquest I don't find myself having a great time with it.
I'm the opposite, I am always daunted by it in conquest, then when I actually play it I'm like "ok that was pretty fun"
i really want to like it; I enjoy the layout/enemy formations and the wind mechanic, but combining the two? it just makes things way too chaotic. With how complicated and bridge-centric the map is, the wind will often end up blowing your units across the entire map trying to find a valid tile for them to stand on, often deep into enemy territory or way back to the start, so it just feels awful to play unless you use a bunch of fliers.
Having to do stuff like move your units down to the dead-end path in the bottom left corner just so the wind doesn't blow them too far upwards into range of the Kinshi Knights and other enemies is not fun; it slows things down to a crawl and is overly punishing when you inevitably forget to move someone or account for the wind.
putting the wind mechanic on a more simple map (like the Birthright Wind Tribe map) or even just making it only heaped like ever 3 turns or something would turn Fuga's Wild Ride into one of my favourite chapters, but as is it just feels a bit too messy with the wind creating too many variables that overcomplicate the genuinely well put together enemy formations and make just cheesing it with fliers too attractive of an option.
it's funny too because Conquest is the only one that actually has a map on the eternal stairway, so it would really not be hard whatsoever to just have Birthright/Revelation go down the stairway instead of up it. don't even need to model a whole new background for the cutscenes; just make the characters come soft the other side of the screen and change the dialogue accordingly.
Because it's eternal, duh
But being eternal doesn't mean that going up from hoshidian soil makes you end in wind tribe soil and going up from wind tribe soil makes you end in hoshidian soil, it would be better to understand if it was a teletransporter or something somewhere so you end up in hoshido in FE conquest
It was designed by M.C. Escher.
I always wanted to play revelations, when i see videos i think it can be more enjoyable than always playing birthright/conquest