Well, that example looks like a BE doesn't it? Rance's version that I've played had on map mechanics paired with a BE where you had a leader and a army representing each character separately.
That picture is so small, I can't see what's going on there
We don't have an army, so I don't understand how could it work for party vs party battles. Like I said, Cherry could explain it to us, and we may like it enough to change something or everything in our BE
- Alignments for weapons.
makes their attacks elemental, but they still use normal weapon formulas to calculate damage after possible resistance/weakness script is implemented.
- Skills for every weapon (focus on one weapon for better results).
It is possible. We could use ranged small, ranged big, melee small and melee big skills. They suit our items perfectly.
- Multi-Leveled alignments for characters.
A tough question.
From the viewpoint of packs making there are characters who mastered two or more elements.
From the viewpoint of BE it makes things complicated, especially when it's two opposing elements.
First of all, what do you prefer? Percentages like in our original concept, or exhaustible defense like in Dis?
I don't even know how else they could possibly work.
- Different attack skills per weapon.
I lose the essence of this conversation. Do you mean skills like refinement, or skills like double attack?
We should use different terms for them.
- Skills (Haste/Regen/Poison and etc.) OR we can also move this to Magic spells.
I'd like to use vitality in battle, not mp only. Haste sounds like a spell (unless you can open the eight gates from naruto

), Poison doesn't have to be a spell.
- Items and their effects.
Ok, here is another question. Do you want items that can be implemented on enemies, reducing their health, giving debuffs, etc.? Or you want them only for MC party?