

You would have a main objective that would be pretty typical, but this optional objective would be an alternate way to beat the chapter. Bonus, the chapter doesn't necessarily end until the enemy actually retreats, and you can't rout to defeat them because they'll keep spawning (and the reinforcements will all be like the monsters in that one Conquest chapter where you couldn't earn EXP, so they're just a nuisance rather than a cheap grinding opportunity).ĭestroy X objects on the map - this would be an optional objective. In any case, you'd summon intimidating allies (whether they're beasts, powerful soldiers, or simply large detachments of troops) that force the enemy to retreat. Summon X number of allies - what I'm thinking is, for example, you have a chapter with maybe five different activators perhaps they're switches or altars for trained clerics. Lower X enemy's HP to Y value - self-explanatory, the idea being that you don't have to kill them but rather weaken them enough to convince them to retreat.

This could also be engineered towards specific enemies - for example maybe if you defeat the dracoknights in Chapter 2 of Book 2 in Mystery everyone else would flee because the best of their forces were defeated. or that it's possible to beat the game without ever fighting anyone, which might sound ambitious but I think it could be possible.ĭefeat X number of enemies - the idea is that as soon as you defeat a certain number of enemies, the chapter ends what I think could be appealing about this idea is it could put the player in a place where they have to decide whether they want to prioritize defeating weak enemies to get through the chapter more easily, or defeating strong enemies to get the most EXP out of them. Also, these would come with the assumption that there are more ways for a unit to gain EXP than fighting and defeating enemies. So I'd like to pursue conditions that would encourage you to not kill every enemy you see - because we FE fans see virtually any objective and think "kill every last one of them, and do the main objective last". But one thing lacking in this anti-war angle is the ability to choose to not slaughter every last enemy you see. Fire Emblem titles almost seldom paint war in a positive light - they typically show war as a grim event where good people die, sometimes even by your hand.
