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Author Topic: Battle Systems  (Read 19336 times)

Offline Muraiko

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Re: Battle Systems
« Reply #15 on: March 22, 2009, 06:34:03 PM »
Quote from: DedlellyDeth on March 22, 2009, 05:29:47 PM
Baten Kaitos.

Oh, haven't heard of that game before. I guess someone else already beat me to that idea then... *sigh*

Quote from: Fisherson on March 22, 2009, 02:39:18 PM
That's freaky I had the same idea not long ago.. Are you sure your not force
sensitive?                                                                                                                              



Actually, I just thought of different genres of games, and thought about how it could be implemented into an RPG. For example, a TBS is sort of like an RPG plus a board game, and an ABS is like an adventure game and RPG put together (Or at least some are.)

I know! How about an FBS! A Fighting Battle System that is sort of like a Fighting game merged with an RPG! Like Tekken or Street Fighter but has levels and equipment!
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Offline Fisherson

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Re: Battle Systems
« Reply #16 on: March 22, 2009, 06:38:06 PM »
Quote from: Muraiko on March 22, 2009, 06:34:03 PM
I know! How about an FBS! A Fighting Battle System that is sort of like a Fighting game merged with an RPG! Like Tekken or Street Fighter but has levels and equipment!

I like that idea! But youd'd eteir have to use Game Maker 7 or make like the Legondo Rising's mini game Sukyu Brawl! Which is a arcade like fighter that uses chara sized characters in regual map kind of like and ABS.
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Offline Muraiko

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Re: Battle Systems
« Reply #17 on: March 22, 2009, 07:02:12 PM »
Yeah, I suppose it'll pretty much be the same as an ABS, except for the fact that you can only move left and right...
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Offline Red Giant

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Re: Battle Systems
« Reply #18 on: March 22, 2009, 07:52:40 PM »
Quote from: Muraiko on March 22, 2009, 02:00:57 PM
so it'll make battles more random and perhaps more strategic.

Those are antonyms. That's like saying it'll make my porridge hotter and colder.
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Offline DedlellyDeth

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Re: Battle Systems
« Reply #19 on: March 22, 2009, 09:37:59 PM »
Quote from: Muraiko on March 22, 2009, 07:02:12 PM
Yeah, I suppose it'll pretty much be the same as an ABS, except for the fact that you can only move left and right...

It's about the same, really. In a fighting game there are 2 main dimensions of movement, side and up, and sometimes limited forward and backward. In an action game, there are 2 main dimensions of movement, North-South and East-West, and sometimes limited up or down.

Now, a beat 'em up RPG would be good, better than a fighting RPG because the battles seem more random like in traditional RPGs than a bunch of boss fights, and have more movement abilities, not always needing to stay on the same screen as your opponent.
« Last Edit: March 22, 2009, 09:41:44 PM by DedlellyDeth »
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Offline DedlellyDeth

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Re: Battle Systems
« Reply #20 on: March 22, 2009, 10:31:16 PM »
What I think are the most interesting are puzzle battle systems.
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Offline fruckert

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Re: Battle Systems
« Reply #21 on: March 23, 2009, 04:54:39 AM »
I'm not too keen on those

Anyway's...as this is what I've been playing the most recently, I'm interested in seeing what a more balanced Arcanum system would be like
I'll try to find videos of the battles later, as I'm kind of lazy right now and don't want to look
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Offline Muraiko

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Re: Battle Systems
« Reply #22 on: March 24, 2009, 11:51:52 AM »
Quote from: Red Giant on March 22, 2009, 07:52:40 PM
Those are antonyms. That's like saying it'll make my porridge hotter and colder.

It's possible to have something be random and stretaegic at the same time. Pretty much all card games are like that. You draw random cards, and have to be tactical on what you do with what you drew.


As for a Puzzle Battle System, what would that be like? Perhaps like "Puzzle Fighter" and your character does an attack after he matches two or more blocks of the same color?
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Offline Prpl_Mage

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Re: Battle Systems
« Reply #23 on: March 24, 2009, 04:01:50 PM »
I will only say one thing.

Puzzle Kombat

If not: Tales of symhponia.
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Offline zuhane

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Re: Battle Systems
« Reply #24 on: March 24, 2009, 04:05:56 PM »
Listen...

Paper Mario: The Thousand Year Door

Best. Battle. System. Ever!

In fact, on of the best games I've ever played :p
Don't even bring Super Paper Mario into this, it was frigging awful compared to the amazing Gamecube one.

I completed it THREE times and loved it every time :D
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Offline DedlellyDeth

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Re: Battle Systems
« Reply #25 on: March 29, 2009, 01:08:14 AM »
What do you guys think of Rudora's magic system?
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Offline DragonBlaze

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Re: Battle Systems
« Reply #26 on: April 04, 2009, 06:31:37 AM »
I just like battle systems that get the player actually involved in the battle. For example, in super mario rpg, you had timed attacks where if you pressed the button when you attacked, you did extra damage, the same kind of system was used in legend of dragoon. I feel that battle systems like this get you involved in the battle instead of just watching it. You could also take it a step further and make a battle system like in Star Ocean where battles are almost completely action based.

So if I had to make a battle system, I would make a standard turn based system, but when a character attacks, you have some control over them, and as you were moving toward the enemy, you could direct them to attack a certain side, press different buttons for different attacks, time hits for combos, and depending on the attack, have other characters join. Then when you're being attacked, you can press buttons to block in certain directions and time the block for additional defense.

Hmm I like the idea, *goes off programming*
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Offline fruckert

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Re: Battle Systems
« Reply #27 on: April 04, 2009, 06:36:22 AM »
Quote from: DragonBlaze on April 04, 2009, 06:31:37 AM
So if I had to make a battle system, I would make a standard turn based system, but when a character attacks, you have some control over them, and as you were moving toward the enemy, you could direct them to attack a certain side, press different buttons for different attacks, time hits for combos, and depending on the attack, have other characters join. Then when you're being attacked, you can press buttons to block in certain directions and time the block for additional defense.

Hmm I like the idea, *goes off programming*
Interesting idea...
I'm pretty sure I've played something similar, but I can't quite recall where I've heard/played it from...
*thinks*

EDIT:Also, why is this in games?
Isn't this more of an AoA topic?
I mean...yeah, it's game related, but it's more of a discussion thing
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Re: Battle Systems
« Reply #28 on: April 04, 2009, 07:59:55 AM »
A battle system like Star Ocean 2 would be cool like when the special moves evolve.
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Offline Muraiko

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Re: Battle Systems
« Reply #29 on: April 04, 2009, 02:06:20 PM »
Yeah, I'd probably say that Star Ocean 3 has the best battle system I've ever played in RPGs. Except for the fact that not all characters are the same. Like, for instance, Fayt is pretty much fastest character and doesn't take forever to do an attack like Rodger and many other characters...

But that's just me. In my opinion, I think that all characters should be somewhat similar or equal, instead of just having the main character be the most effective in battle. Or else what would be the point to play as the other characters if they're just gonna hold you back?
Of course, there should be some differences in the play style of other characters, just so it doesn't feel like it's no different when playing another person. Even if it's just difference in technqiues or spells each party member has that are unique, I'd say that's enough to make battles "fair" for everyone, and still feel different when playing as another character.
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