I'm learning Ruby and getting used to RGSS stuff and I was considering doing an ATB but I wanted to see how interested people would be in this and as for any improvements/suggestions people would have for this.
Note that battling is pretty much the main aspect of the game I'm working on.
It's an ATB but it's a rapid pace, like a serious ACTION time bar. I'd say 1 of your (for my game) 3 characters should be up and ready pretty much within a second of each other and you shouldn't have more than like 2 seconds of wait time. A thief wearing clothes might go twice before a knight with heavy armor goes. But the pacing would be heavy and fast. This is part of the question I have, would this sort of heavy pacing be good for a high battle based game which I hope to incorporate strategy into?
Then, the turn progression: How does the turn advance?
1) Choose a stance: Stances change your stats to be more defensive, offensive, evasive, etc. or to be less defensive, offensive evasive, accurate, etc. They are categorized and for certain especially powerful attacks, a stance in a certain category is needed to use the sill.
2) Action: Multiple choices, but I aim to have like 6-8 stances per character by the mid of the game, and maybe up to 10-12 stances by the end of the game per character.
2A) Attack: There is no basic "attack." You have an attack menu, each attack uses a certain amount of stamina, low and recoverable within 2-3 turns easily. There are attacks that do more damage in exchange for accuracy, or have a delay before use (like .6 seconds before charging forward at the opponent), attacks that have multiple attacks but deals the damage over time while your atb bar does not charge up. Timing of attacks, accuracy, damage, multiple attacks, piercing defense, etc. would all be things to consider as 1 attacks.
2B) Skills: Skills can use mana, stamina, or both. All 3 of which recover but skills take quite a bit more energy (the generic term for stamina and/or mana) but in exchange are far more powerful than attacks. They may deal a hell load of damage but that's not their greatest strength. Their greatest strength is that they have multiple effects: Burns, Poisons, Sleep, Confuse, Blind, Self Buffs, Self Debuffs, Opposing Debuffs, Slow, Freeze, Stun, etc. All these have to be considered before using a skill. Skills, similarly to attacks, may deal the damage over time, have a casting time, etc. So all these must be considered before use. This does mean that you have to know your skillset very well before going into battle.
I do intend on making sure that each of the status ailments has a use.
The potential problem with this is that my game has a class sytsem where you learn skills through equipping (think FFTA) so would this be going overboard? This requires a lot of forethought as well as basic strategy. You must know your skills the way this is set up. As well as your attacks.
2C) Defend: Recover extra stamina and mana, and defend. Seems basic but will probably be vital in boss fights, miniboss fights, and rare encounters.
2D) Items: I definitely hope to incorporate items into the game as well. Curing status ailments, healing, as well as buffing, damaging, inflicting ailments, etc.
So, yeah, it's a complex 2-step process which will rapidly evolve into (hopefully) an adrenaline pumped kind of strategy battle. Ignore the ambition for now and just consider this objectively: What's good, what's bad, is the pacing going to get in the way, would it be too difficult, etc.