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> Fighting Styles, A theoretical battle system.
WanderingWordsmi...
post Mar 10 2012, 09:34 AM
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Okay. So, I think I've mentioned before that I'm not a designer. I can't code to save my life and my knowledge of mechanics extends purely to how those mechanics affect the narrative or gameplay of a piece. However, I would like to put forward a little idea I've been nursing for a battle system, for you guys to discuss; we all like to discuss things, right?

Anyway. The system would basically be used in any game where a player can create their own character, and would add a little depth to choosing how they fight. So instead of just going 'I'm going to use a two-handed sword', it would allow the player to determine how they would use that weapon, for example 'I'm going to use a two-handed sword and employ a style that keeps my enemies at bay' or 'I'll use it to crush my foe's guard'.

So, alongside - or replacing, I'm not exactly sure - the usual attack statistics would be a couple of parameters that players can adjust; to keep things simple, we'll use three; Power, Speed and Reach. The player would then be given points to allocate to these three meters. Adding points to these meters would affect the way the character uses whatever weapon they've chosen. Focussing on power and speed, for example, might give the character a style with a few quick hits that is good for shattering an opponent's guard or dealing damage very quickly to a single foe. Power and Reach might make the character swing in wide, slow arcs, keeping enemies away from themselves and other party members.

What do you guys think? How might this change a game in which it was implemented? What games would it actually be used in? Can you suggest any ways to develop this system? Do you even like it? I wonder.

WanderingWordsmith.


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Titanhex
post Mar 10 2012, 06:31 PM
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I don't think this would coincide with the RM engine very well, not without recoding a battle system. This may hamper your responses a little.

There are some games which utilize something like this.
Essentially this system would work best on a Tactics system, or maybe an Action Battle system.

Those three parameters would have to be stats, and would need to be plugged into a formula which alters what could be a number of other parameters for the character.

If you're interested, there's a game called Wakfu by Square Enix that's free to play which uses this model as a base, though very loosely and with a much more rigid and hidden structure.

I see what you mean though. It wouldn't be an easy system to manipulate, but it would still be a good one. Done right it could be enjoyable, especially built upon the right engine.

You're designing a system though where the balance is a bit out of your hands, as the player will be controlling most their stats. It also gives a large range of different styles you'll have to account for.


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Kaust
post Mar 10 2012, 06:40 PM
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Its an interesting idea, especially the range function (though I can only imagine that being applied in games like FE and FF Tactics).
It reminds me a lot of MMO's because 'building' your characters is such a massive focus on many of those. Of course that means you'd have to come up with some pretty intricate balancing so people don't abuse it (like DEX builds seem to rape on everything where it increases both attackspeed and dodge rate).
I think it would have to work alongside traditional stat increases because the character will be expected to face increasingly challenging enemies as they progress and players dont want to be one hit because they focussed on an offensive character and didnt put any points in stamina. Since that sounds like the players fault for poor building what I mean is if the new system entirely replaces the usual attack stats then players will have to build generic 'well rounded' characters just to stay alive. Therefore the added stats should be more like perks to personalise the characters playing style.


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bulmabriefs144
post Mar 11 2012, 02:41 PM
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There's a command on the code called Use Combo. You could have a thing where it's like #Attacks (set the combo to 2 or more). This #Attacks shouldn't actually be shown, as Speed rises, the hidden variable raises. As Attack is higher, the attack instead inflicts stun damage. Finally, if Reach rises, the attack hits all enemies.

This post has been edited by bulmabriefs144: Mar 11 2012, 02:43 PM


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KD648
post Mar 12 2012, 08:36 AM
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This is sort of random, and it might not help all that much, but I vaguely remember playing a GBA game where each character had a number of "stats" they could invest in. I remember it because the "stats" didn't actually affect how much damage they did or took, but they affected what skills the character learned. Each character had their own set stat growth path like RMVX, but every character got 1 point per level to put into either "speed" or "power" and then when they put enough points in to one, they would gain a skill that related to that. It was kind of like skill trees, but a lot less complicated. Again, it might not help that much, but it would be a way to impliment your system into RPG Maker without losing too much of it.


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