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Staredit Network -> UMS Assistance -> Which Is Best Battling System?
Report, edit, etc...Posted by Moogle on 2004-08-29 at 09:23:04
Which one do you like use most? or Rather play the most? Sorry if posted in wrong section.. (kinda really tired)
Report, edit, etc...Posted by Kow on 2004-08-29 at 10:20:37
Null because they're all good in they're own ways...
Report, edit, etc...Posted by Daigotsu on 2004-08-29 at 10:23:22
I like revelades and turn based system but then again I'll play just about any RPG.
Report, edit, etc...Posted by TheOddAngel on 2004-08-29 at 10:44:52
Random Enemies but also put it into Real time Combat

Fate And Destiny has the best system ive seen biggrin.gif

I would make a map with that system but i dnt know how do make it that random sad.gif
Report, edit, etc...Posted by Nozomu on 2004-08-31 at 00:02:18
I'd prefer a system with a "time bar" kind of like Grandia. It wouldn't be too hard to do in SC.
Report, edit, etc...Posted by Stardog on 2004-08-31 at 00:20:04
Someone inform me,

What's the Revelade one?
Report, edit, etc...Posted by Nozomu on 2004-08-31 at 00:28:35
Ding!
Report, edit, etc...Posted by VoidArchon(MC) on 2004-08-31 at 00:32:37
I was using turn based battle system for my Metroid Prime 2: Echoes Rpg,
With alot of options, it will be very good cause it may be the last map i make cry.gif
Report, edit, etc...Posted by Lithium on 2004-09-01 at 18:25:06
I like Real time Combat, because iam good at statistics, which requires real good stats. for example heres a bad stats. a hero ling with 20 damage, and a enemy with 60 HP and 10 attack.
Hero ling zooms in and kicks the enemy's ass.
many of those die in seconds, and others get to kill censored.gif .
A good stats is that balancing the speed of attack whether its ranged or non-ranged, how fast it goes, and what type of damage does it do. Lets say a Marine against a Zergling, The marine is hero, and it has 139 HP, with 6 Damage,
and Zergling has 36 HP With 3 Damage, that would be a good statistics.
w00t.gif
Report, edit, etc...Posted by PodFedJay on 2004-09-01 at 19:50:15
I didn't vote since every system is good. Some system works best for some games. You can never say wat system is the best.
Report, edit, etc...Posted by Revelade on 2004-09-01 at 20:03:03
I like using something that's flexible. Most SC RPGs right now use the regular system, but you can only get so far with setting hp to percents...

It's simpler, but you can't get as far...

I like all the systems, I just try and push my current system to the max.

It all comes down to what you add with the system. Some people might like adding dropships or building units for spells and items... There's a lot of mix and match possibilities.

I find predictable battles boring, but that's just me.

mellow.gif

I thought turnbased would be nice to add but... people don't like slow battles, therefore real-time battling with features like touch enemy to battle is what I chose.

Thanks for using my map anyway Moogle.

happy.gif

+2 HOT wings
Report, edit, etc...Posted by Golden-Fist on 2004-09-02 at 20:25:48
whats revlades?
Report, edit, etc...Posted by Revelade on 2004-09-02 at 20:52:46
http://www.staredit.net/index.php?act=Atta...ype=post&id=837

Play This.

Basically, health is shown as custom score on the leaderboard. Your hero is made of the actual unit, and a lurker under it. This lurker is the one that actually takes the damage. When this lurker dies, you will lose randomized health. You can do many things with this system like make potions that heal different health, randomize damage, spells that give you health etc...

In #5 your hero is no longer invincible. When your hero dies, you lose a massive 50 hp. That's why you have to use more strategy.

smile.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2004-09-02 at 23:16:27
What saddens me is how people seem to think RPGs are made by battle systems. You should all read Chu's post about "RPG" maps. I should also pin it...
http://www.staredit.net/index.php?showtopic=1051
Report, edit, etc...Posted by qPirateKing on 2004-09-03 at 00:36:56
While RPGs certainly aren't defined by they're battle systems, cool maps in general are usually unique in some aspect. If battle systems are your cup of tea, then perhaps your RPG will feature some mind-blowing battle system that sets it apart from other so-called RPGs (that thread was a very good read).

Now as far as battle systems go, I like real time because it doesn't take as much time. Just imagine LoH (which already takes hours to play) with a Turn-based system... Ouch.

QUOTE
I like using something that's flexible. Most SC RPGs right now use the regular system, but you can only get so far with setting hp to percents...

It's simpler, but you can't get as far...
Setting HP to percents can actually be used pretty well... except that it takes 100 triggers to do it properly. See attached map for reference. (to use a potion, move the items into the slots and drop the corresponding unit in the dropship)
Report, edit, etc...Posted by KiLLeR2001 on 2004-09-03 at 03:20:20
I think each battle system has its strengths and weaknesses. You just need to know which one best applies to the map you're creating.
Report, edit, etc...Posted by Halo68 on 2004-09-03 at 18:34:22
Definetly the revelade system! Unless you mean for the starcraft itself so then i suppose overall the real time combat system(not in rpg's).
Report, edit, etc...Posted by Golden-Fist on 2004-09-03 at 19:40:54
Rev's is a annoying :/
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