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Staredit Network -> Concepts -> New Battle System
Report, edit, etc...Posted by Zergling[SK] on 2005-03-13 at 03:40:41
Here is how it is set up, there is one controller of the party (default, you can change it), when that controller walks into an enemy unit, lets say a zergling, the units within the party are transported to the battle area. The zergling has 5 different groups that can come from it, Let's say 2 zerglings, and a hydralisk appear for this certain group. The players have 8 seconds to attack, then 5 seconds cooldown, after the cooldown is done they are given another 8 seconds to attack, then the cycle starts over again. The enemies have the same pattern. Within any given time players can cast spells. Each spell has a different cast time, and when they are casting their unit becomes an allied computers. This computer is allied to the all, players are allied to it, but the enemy computer is not, this allows you to get attacked while casting but you can't do anything (there will be a cancel casting trigger). After the casting is done, you will enter the cooldown phase. Whenever the battle is over, there will be some sort of trigger that gives you extra experience on the amount of monters, and what the monters were.

Any suggestions/Comments/Ideas are welcome
Report, edit, etc...Posted by Rhiom on 2005-03-13 at 06:13:52
This is a battle system for turn based rpgs? like for instance your trying to recreate the final fantasy series, if this is so, i dont see any major problems with it. looks pretty good.
Report, edit, etc...Posted by axblader on 2005-03-13 at 19:11:51
confusing but it may work.
Gj.
Report, edit, etc...Posted by Zergling[SK] on 2005-03-15 at 17:01:02
I'll try to explain this in an easier to understand format.

To enter a battle you will walk near an enemy unit. There will also be instances where you could possibly start a battle by talking to an allied unit.

Battle:
It will be somewhat Real-time, and Turn-based. All units on the field have 8 seconds to attack (can be changed). Within this 8 seconds they can cast spells, attack, heal, run, block, and so on. If you are to block, a unit will appear next to your character, you cannot attack, and the blocking unit must be killed before you can be hit again. After the 8 seconds, a swtich will be cleared, and another set, then you must wait 5 seconds before you can attack, and such. This switch stops you from attacking, using spells, blocking, and etc.

Spells:
Every spell has a "cast time", meaning that for however long the cast time is you cannot attack, block, or run. There is however a cancel trigger, that stops your casting, and allows you to attack. When you are casting your unit will be given to an allied player for the duration of the cast time. When the casting is done, your spell will be a success, and your unit will be returned to you. However as each spell has a cast time, it also has a cooldown time. This means if you use a spell you must wait for the cooldown to pass. This can range from anywhere to couple seconds to a couple minutes.
Report, edit, etc...Posted by EzDay281 on 2005-03-18 at 01:14:54
Suggestions?
Yes.
Have experience be per-turn.
Too often during Rpg's, do I come within, maybe, 50 hp of killing a really frickin' powerful enemy, and need just that 1 more kill to level, after excruciatingly training and training..
Then some guy uses a spell and kills the enemy while I'm about to use a potion so I can survive the next attack.
Too often during Rpg's, people try to remedy this by using shared experience. This allows people to 'leech', and it detracts from the fun of competition and what little immersion there is...

With per-turn experience, fighting something really tough will be rewarding, no matter who gets the kill, if you were actualy fighting, and more so if you did more fighting.
It neatly solves the problems. I don't know why people never do per-turn experience. The only time I've seen it is in Tactics Ogre, Final Fantasy Tactics, etc, for the Playstation.
Report, edit, etc...Posted by Ultimo on 2005-03-22 at 22:03:41
This isn't that new, it's been partially used in the 'famous' turn-based RPG, Fate and Destiny. Great game, but it isn't fully completed, as it stops at around the 60% mark. It worked on a similar system that there was a small, 30 second pause before you "attacked." You could either use an item, cast a spell or just attack. After that, spells go first that are automated and controlled by ally players, then the normal players go and attack however they like in the normal arena, then it switched over to the computer, who either does a spell or attack.
Report, edit, etc...Posted by LittLeLives on 2005-03-25 at 01:42:52
Yes. Fate & Destiny's system is similar to this, however in this one you always stay in the arena, adding some uniqueness. I also have a suggestion. Instead of having to use civilians and beacons to select the action, which deters you from the actual battle, have sets of dropships for each human player. I assume you know where I'm going with this, but if not...have units labeled with the command name loaded. When the player drops the selected unit, they do that action. The extra dropships will be used for additional spells and items. The units inside will be pre-loaded and will be given to an allied computer player. The one corresponding to the type of spells will be given to the player that chose it. As soon as the player releases the unit, it will be sent back to the computer. And just loop this process each turn. [If your having problems with the triggers, check the tutorials section]
Report, edit, etc...Posted by Ultimo on 2005-03-25 at 01:56:34
QUOTE(LittLeLives @ Mar 24 2005, 11:42 PM)
Yes. Fate & Destiny's system is similar to this, however in this one you always stay in the arena, adding some uniqueness. I also have a suggestion. Instead of having to use civilians and beacons to select the action, which deters you from the actual battle, have sets of dropships for each human player. I assume you know where I'm going with this, but if not...have units labeled with the command name loaded. When the player drops the selected unit, they do that action. The extra dropships will be used for additional spells and items. The units inside will be pre-loaded and will be given to an allied computer player. The one corresponding to the type of spells will be given to the player that chose it. As soon as the player releases the unit, it will be sent back to the computer. And just loop this process each turn. [If your having problems with the triggers, check the tutorials section]
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Ah yes, the dropship system. Very convinent and easy to use, but there's always problems with it. One of the more obvious ones is the need for units to fill the dropships, if you use different units for different options, then you'll be consuming alot of units. You could label 8 units, #1, #2, #3 etc I suppose with text messages, but it would still take up alot of units unless you planned on using a heavy trigger dropship system.
Report, edit, etc...Posted by LittLeLives on 2005-03-25 at 02:34:14
QUOTE
Ah yes, the dropship system. Very convinent and easy to use, but there's always problems with it. One of the more obvious ones is the need for units to fill the dropships, if you use different units for different options, then you'll be consuming alot of units. You could label 8 units, #1, #2, #3 etc I suppose with text messages, but it would still take up alot of units unless you planned on using a heavy trigger dropship system.


Yes, I suppose so. Another way would be to create units using barracks, gateways, etc. and give text messages on what each unit does. However, the downside to that is supplies and limited units (unless you use a lot of switches and text messages).
Report, edit, etc...Posted by PCFredZ on 2005-03-25 at 16:23:53
This isn't a new system, it's just combining Turn Based with Real Time.

Besides, I think I've seen people use the "move units to separate fighting location" idea before.
Report, edit, etc...Posted by axblader on 2005-03-25 at 18:12:06
its called "final fantasy".

or you can make it that the players turn into comps when it's not their turn...(assumming you are maknig a 100% turn based system...)
Report, edit, etc...Posted by Zergling[SK] on 2005-03-28 at 03:07:54
QUOTE
This isn't a new system, it's just combining Turn Based with Real Time.

Besides, I think I've seen people use the "move units to separate fighting location" idea before.


I'm aware that this isn't a new system, but I'm just adding new twist. Players enter a battle together within their party (Fate and Destiny), they are then transported to a battle area (some FF game), BUT they must stay in the battle area, any spells that are being casted have a cast time, which means they can't do anything until the spell is complete, and real-turn-based battles (such as that in Kingdom Hearts).

As for the Dropship system, something different could be made, building units from gateways, barracks, etc. but the problem with that is unit requirements. For ever system that could be used there is a downside. The dropship eats up units that might be needed, and the building system must have buildings in order to build certain units.
Report, edit, etc...Posted by Ultimo on 2005-03-28 at 03:36:29
QUOTE(Zergling[SK] @ Mar 28 2005, 01:07 AM)
I'm aware that this isn't a new system, but I'm just adding new twist. Players enter a battle together within their party (Fate and Destiny), they are then transported to a battle area (some FF game), BUT they must stay in the battle area, any spells that are being casted have a cast time, which means they can't do anything until the spell is complete, and real-turn-based battles (such as that in Kingdom Hearts).

As for the Dropship system, something different could be made, building units from gateways, barracks, etc. but the problem with that is unit requirements. For ever system that could be used there is a downside. The dropship eats up units that might be needed, and the building system must have buildings in order to build certain units.
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What the hell...Kingdom Hearts wasn't turn-based at all...It was active battle, unless you mean real-turn-based by everyone attacks whenether.
Report, edit, etc...Posted by Endarire on 2005-03-31 at 03:30:54
Fate & Destiny is almost complete. I'm working out the serious bugs right now!

Maybe not right now. I'm sleeping.

-EE
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