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Battle system

 
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Calehay
...yeah.
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Joined: 07 Jul 2004
Posts: 549

PostPosted: Mon Nov 08, 2004 4:17 pm    Post subject: Battle system Reply with quote

I have an idea for a battle system for my new game.

(This is highly inspired by Sukodien IV, Grandia (I'm guessing all of them) even ripped at times, so if you've played the game it will be very familiar.)

Each character has 2 regular attacks, a Regular, and a Critical (Names will change.) The Regular attack attacks the character twice, but has less chance of hitting then the critical. The Critical takes more than one hit, and has more of a chance of hitting.

While playing the Sukodien IV demo (which was highly unenjoyable, but I'm sure the full game is much better.) I fell in love with the Combo system. I thought about it, and here's my version.
Combos take two characters (or more, maybe special combos?) turns and performs a pimp a** move. However, the pimpness(coolness, if you have put 2 and 2 together) of this move is hindered or helped by the other members in your party. For example, I thought of have two people doing a move, a Avampire and a Glangan, when BVampire was in the party, the move increases power. Of course, if the BVampire's lover (story segment, not going to spoil. Just hear me out.) is in the party, it hinders the performance. Then, if the BVampire's lover and the BVampire are both in the party, the effect cancels (or does some nice number thing.)

What do you all think? It makes who you have in the party important instead of just putting in the strongest people. Comment and review.
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DukeofDellot




Joined: 07 Feb 2003
Posts: 32

PostPosted: Mon Nov 15, 2004 6:32 am    Post subject: Reply with quote

Sounds, kinda neat... but how exactly would you pull this off?

I like the idea, but I still have trouble with twin magic... How do you get it to work?
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rpgspotKahn
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Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Mon Nov 15, 2004 6:34 am    Post subject: Reply with quote

You will either have to link attacks... or do some hectic plotscripting to make your own battle system.
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Calehay
...yeah.
Class B Minstrel



Joined: 07 Jul 2004
Posts: 549

PostPosted: Wed Dec 22, 2004 7:25 am    Post subject: Reply with quote

I know that this is reviving to a maximum degree, but I've made advancements on this idea.

I finally found a way to make different combo effectiveness, but I'm having trouble about how to tell the player about the effectiveness. I thought about placing a percentage next to the spell to show it's potential, but then that would cause the player to have to randomly group people together to see what the strongest combination is. But then, shouldn't the story show how compatible people are?

I'm not sure. Any ideas will help.
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Artimus Bena
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Joined: 17 Aug 2004
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Location: Dreamland.

PostPosted: Thu Dec 23, 2004 2:17 am    Post subject: Reply with quote

If you can make it an image, I'd use a pie graph (a different picture for each 5 or 10 percents. That, or a bar that looks something like hp bars, with two colors. One color representing one person, and the second color for the other.

I'm really tired, but they seem like good ideas to me :p
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