Greetings. Currently my main project is an action platform game with rpg and dating elements. Before moving forward, I thought I'd like to ask everyone there favorite battles systems they enjoy playing in RPGs. Because you can more or less make anything with Click products if you put your mind to it, and because it's not impossible for me to change the battle system, I'd like to hear everyones two cents. Thanks.
My favorite would either be the Final Fantasy tactics style or the Secret of Mana and Seiken Densetsu 3 style. Unfortunately, even the most innovative battle system looses its charm eventually...
The battle system from valkyrie profile: lenneth or Legend of Dragoon. pretty much anything that incorporates turn based combat with real time combos, strategy, etc.
The battle system from Live a Live (sic) is great.
Actually, I prefer a different type of battle engine, the one I'm making, but yeah.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Originally Posted by OldManClayton Interactive battles a la Mario and Luigi Superstar Saga. Which I think is like what Cecil said, but I'm not sure because I've not played those games.
ah yes. one of my favorite of the mario rpg series right next to 'SMRPG:LotSS'. superstar saga had a fantastic battle system.
Turn based battles (not real time) are the best, as it allows for better strategy. However having said that, many JRPGs usually have very easy battles (or you have to play half the game before they start getting interesting/hard/complex).
in pure turn based rpgs it mostly boils down to something like "my pokemon > your pokemon = i win." and the steps in between become moot. it may as well be an automated battle system.
this is the reason i hate most MMOs. in games like WoW if you fire an arrow or a spell etc. at a moving target, aim is insignificant because hitting the target has nothing to do with skill but is just a dice roll. its all about stats. i like to feel in control. which is why turn based systems that incorporate skill based actions are so much better (defensive AND offensive).
The "Golden Sun" games have easily the best combat engine ever.
The whole system of Djinn, Psynergies, Summons, and Unleashes is just too cool.
I don't see you being able to reproduce it in MMF2 though.
I prefer turn-based battle systems too - contrary to what Ebenezer says, I feel in full control when using them, because I feel I'm using my brain instead of my reactions. And if they have enough scope for major variation in attack and defence (unlike Pokemon) it avoids them feeling like a procession. But I suppose you could introduce elements of time management or natural skill into it if you wanted to go a bit more advanced.
I suppose the ultimate battle system would be one where you feel like you aren't being rushed, but yet you can't wait forever to make your move, where long-term strategy meets short-term decision making. It's striking that balance is the key I guess.
Maybe something like in "Ring of Red"?
The HIT% gradually increases, and you have to judge when to fire - too soon and you'll probably miss; too late and the enemy might get their attack in first.
Then there are extra special shots as well, like tracers that increase the chance of you hitting next time, smoke rounds that increases your defense, etc.
Originally Posted by Robot Cecil more strategy maybe but much MUCH less skill.
in pure turn based rpgs it mostly boils down to something like "my pokemon > your pokemon = i win." and the steps in between become moot. it may as well be an automated battle system.
this is the reason i hate most MMOs. in games like WoW if you fire an arrow or a spell etc. at a moving target, aim is insignificant because hitting the target has nothing to do with skill but is just a dice roll. its all about stats. i like to feel in control. which is why turn based systems that incorporate skill based actions are so much better (defensive AND offensive).
Ah, but getting to the point where you have a better pokemon is what requires strategy and skill. Have you played WoW? The game starts off very easy to pull in new players (like all Blizzard games), but later on you really need a good knowledge of the game and some tactical sense to win. It's not a game where you bash the same button all the time.
The good thing about these battle systems is that even without any skill at all you can still win, but it takes longer. If you have skill, it's a lot easier and you can jump ahead of the ones who aren't good at it. You still get the pleasure of accomplishment and the people who are bad at the game don't have to repeat the same level until they hate the game.
Personally, I prefer strategy over skill because you don't have to spend weeks trying to be better at it than everyone else. It's also the point of RPGs, where the character is supposed to get more powerful, and your role is to decide how the character uses that power.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Lol, sounds like a nice way of saying "Wow, everyone said everything different. That didn't help."
Also, I love The Spirit Engine's battle engine. It got me hooked for a long while, but I'm not sure if most people enjoy it.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
No, it was helpful. Even if I can't make the 'perfect' battle system, I could just make different games with different battle systems.
Edit: In case anyone is wondering, I got it down to 3 buttons now. I'm going to use something similar to the 'menu wheel' from Secret of Mana. Also, you can only do melee attacks if you are unarmed or have the handgun equipped.