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RPG Classics Mailbag
Its not as much a battle system as a really awesome part of one that I discussed with Mudcap a while ago My idea is meant as an alternative to typical summoning powers. The person with the ability opens a portal to any plane they have visited, and there is a chance every turn that a random creature from that plane will appear, the creature stays until it dies or the portal is closed. There is a random chance (based on the skill of the caster) that the creature will be under their control, uncontrolled, or hostile to them. If they are controlled then it acts as an extra party member, if they are uncontrolled then it acts randomly (but cant attack the caster, although party members can be hit), if it is hostile then it attacks the caster and the caster's party. This would also give people huge motivation to go on optional quests because they might lead them to new planes (with new monster sets). It also acts as a mode of transportation outside of battle.
Dear Energon, I think you are really cute. From the first time I saw you I wanted to be the paper you hold in your little hand. Will you be my valentine? Love, ClothHat
Hey mail peoples! Hmm, make my own battle system. Okay! My battle system would be set up more like fighter games. The view would mostly be from the side, and all of the moves would be set to different buttons. Unlike fighter games, the special moves wouldn't be based on skill, but more on memory. Because of the style, equipment will be much more of a factor. Heavy stuff will slow you down, but protect you more. If you're hit in the head, and you don't have a helmet, you wouldn't be protected there. Even if you have some major armor elsewhere. If you use a weapon, it will effect your hit, but if you kick with only a normal shoe, it won't do much. I think you get the picture. As for experience, I would have two kinds. Normal experience you could get even from just being in a fight and running away. Then you'd get skill experience from doing fancy moves, fighting bosses, and sparring with your team mates. Both kinds of experience would be spendable instead of level ups. You can buy up your hp, your defence, speed and such with normal exp. and learn new moves with skill exp. In able to do this kind of fighting system, you'd have to have a good AI and be able to customize it. But I think it'd be worth it. I've always liked action RPGs. ^_^
A poke ball is thrown into the mailbag room. The poke ball opens and a flash is seen. When the flash clears pink_lugia is seen in the mailbag room. For once I will answer the topic first. And just so it's easier for me to understand and right I've divided it into parts. The spell casting system would be like sabin's blitz thing. A cheap fire1 spell would be three easy to remember button pushes. An example useing a snes pad would be X-Y-X followed by a to intiate the spell. The spells would still take up mp, and would take up a penalty of let's say 10 mp if the combination was incorrect.
The physical attack system would be more specific than it has been. Instead of just picking the enemy to attack a person would have a choice to pick where to hit the enemy, like in the body, arms, legs, and head. Attacking the body would be like a normal attack. Attacking the arms would decrease the enemies attack and do damage, but it would have a lower chance of hitting than attacking the body and would do less damage than attacking the body. Attacking the legs would lower opponents speed and do damage, but would have a lower chance of hitting than attacking the body and do less damage than attacking the body. Attacking the head would be like doing a critical hit to the body, and if a critical hit is scored on the body it might kill the enemy, but it would be very hard to hit the head, let alone critical hit it. And just a note, magic attacks wouldn't have the choice of hitting speacial parts, and creatures with lack of body parts, such as a slime, can't be hit there. The item system I can't think of many a way to change it, and I'm to lazy right now to right a section for speacial attacks and abilities so that's it for my reply. A final note though, slimes are cool, slalin rocks, and garland should be a rival to capitan obvious. Good day. pink_lugia produces a poke ball and throws it on the ground and a great flash is seen. When the flash clears pink_lugia and the poke ball are gone and in their place is a not that reads "Sincerely yours, The Pink One"
Well, since I'm working on an RPG project myself, I not only look forward to hearing the responses, but will also describe our own system, in the hopes of whetting your appetites... Our present system is point and click command driven. You point and click to shoot, reload, select weapons, use items, etc. I believe you can pause the game while doing so to reduce frantic button clicking(or will be able to, after our next game engine update). We are planning to input targeted attacks as well as normal and burst fire attacks. Targeted attacks will allow a wide variety of results, including the Lone Ranger's famous "shoot the gun out of his hand" trick(hey, this IS fantasy, after all). Healing is based off of real world emergency medicine, particularly that employed in battlefield triages. Rather than spell points, medical supplies are required, as well as medical training. Healing "spells" include everything from "Ligature" and "Needle Chest Decompression," which keeps patients with -0 or -5 HP from reaching -10 HP and brain death, to "IV therapy" and "Transfusion," which accelerate the healing rate of "Dressage" and "Small Wound Repair." Each weapon is rated for Ammo caliber, rate of fire, ammo capacity, accuracy, damage, reliability, and concealability. Thus, there is no truly best weapon. Some may prefer the awesome M2 Browning and up front battle, while others elect to use the devastatingly accurate and concealable 9mm Luger pistol(with 8 round clip or 32 round "snail drum" magazine). Melee weapons are also available, and are still of limited use in a world of firearms, including swords(the sabre and two handed longsword, specifically-there are reasons for this in the plot), as well as knives and tomahawks. And multiple types of ammo may be used with the same gun. A 12 ga. shotgun may fire buckshot, solid slugs, dragon's breath, etc. Lastly, we've been discussing the use of a traps system, to set mantraps for use in ambushing patrols(this will be for the large, Fallout-esque game, not the current project, an interactive novel, however). The characters can interact with the enviroment to construct versions of traps used in historical conflicts to eliminate men and even vehicles, including water traps, deadfalls, snares, spring loaded striking surfaces(like logs) coated with spikes, etc. So, is anyone hungry yet?
Ok here's an idea I've been tossing around. Basically it's a cross between a traditional ATB battle system and the turn based system in FFX. What would happen is that battles would start but your ATB Gauge would always start half full. You can only take action when it is completely filled. Now when you perform a standard physical or magic attack the gauge would drop back to halfway. But using special attacks/magic (summons, kick ass combo attacks or something) the gauge would be mostly empty or completely empty after your turn. Other things like item using would take less time and you would take your turns quicker. This helps if you're stuck by only having to heal people with items. I guess it would all play out to something like that.
*A small, white square with a thin, black border appears at the bottom of
the Mailbag door. It moves back and forth on the door, slowly moving up and
eliminating any remnant of door in it's path. Eventually, it reveals Doc
Shinryuu, who walks through the hole it made. Doc snaps his fingers, and the
square disappears.* Undo. *The eliminated door segment reappears* Hey all.
Doc Shinryuu here. *Huge, unrestricted, no-holds-barred fanfare* Two notes:
-Attack System: Similar to Xenogears system. Different button combos produce different attacks, but this system employs the Shoulder Buttons as well. -Magic System: Typical MP & Elemental system... with a twist. Some magic is Physical-Based, some Mental-Based. Thus, enemy weaknesses become a bit more complicated. Two creatures can have the same elemental weakness, but one might have Physical, and the other Mental. -Critical Hit System: Two different Critical Hits. Pressure Point and Lucky Strike. Pressure Point is based on Accuracy, while Lucky Strike is based on Luck(cue Obviousman!).
Both deal double damage and pierce defense, and the two can be combined for even more damage. -Duel System: An occasional Duel battle will take place, like in Suikoden. Something like a Rock-Paper-Scissors battle. Heavy Strike beats Guard, Guard beats Quick Strike, and Quick Strike beats Heavy Attack. Hmm... I'd better save this, just in case. *copies and saves* Anyway, some last stuff before I go. *Knocks Garland down and throws a few Slalin Duplicates at Energon. Makes sure Slalin still has the Time-Release Bola in him.* See ya next time! *Pulls out a Lunaris clone to blast the door away. Walks out of the hole in the wall.*
*a messanger appears from the shadows, and hands you this message, and then quickly bows out of the room... on this paper, the reply of one PC Glenton.* Ah, gentleman, we met again, to discuss another RPG topic, yes?
So you want my idea for a battle system... in my opinion, such a system should try to make the battles as intense and realistic as possible... and by realistic, I mean in terms of taking turns, not in blood spilling. Maybe a real-time system, similiar to what is in the Baldur's Gate games, but instead of controlling the whole party, it is just your party acting as a commander, and issuing orders to the group. If not under your orders, they will act according to their AI... but, their AI is affected by some stat indicating their intelligance. So, while Boris, your fighter is big and strong and can take a beating, he is so dumb, he can't figure out that he is being chopped to bits by imps. Of course, that may give the upper hand to mages, so throw in something of a real time limit break, something like a base instinct or desperation, where the attacks are stronger, but the characters start to ignore you, desiring to save their own skins. No, still not balanced enough... of course, what every commander needs. Discipline. After every battle, you get more then XP points. You get loyalty or respect points. These points can be used to praise your characters (enforcing the same actions for the next battle), or chew them out (recommending that they do something else). But, OD in one category, they either get too proud and challenge you for leadership, or they lose morale completely and bail out of your group... So, my system is basically trying to manage a small army... and face it, with all the characters you can play in these games, it usually feels like an army. Thank you for reading my ideas, gentlemen, and while you were reading this, I took the opportunity to sneak in and relieve you of all the wealth you had on your persons... and to plant an activated grenade on Energon, along with my idea for a new mailbag... what would be your idea for a new, orignal job/class/character type.
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