Staredit Network

Staredit Network -> UMS Showcase -> RPG Battle Systems
Report, edit, etc...Posted by Revelade on 2004-03-12 at 04:03:39
As we all know, RPGs are getting dull now because they use the same exact formula for fighting. People have tried many things for upgrades in RPGs. The most obvious is manually upgrading at buildings. Another example would be removing your "old" hero, and replacing it with a "new" unit that is better. These are basics in most RPG battle systems. Here's my list of systems that have been used:

1) Classic Battle System

What we have here is the hero, getting kills and then returning to town, healing at the inn, and killing some more. Nothing more nothing less.

2) Advanced Battle System

Now this is certainly interesting. Your hero starts with very low hp compared to your hp max, which might shock you at first. Then you realize as you level up, your hp will start to go little by little to the max. While this sounds good, keep in mind, it works only best on protoss and terran units.

3) FF3 Battle System

This system uses a hybrid of turnbased and real time systems. You hero and the enemy is both invincible at the World Map. If they touch, you get transported to a "room" where you actually duke it out. It can be used with the Classic and Advanced systems, but it's just a flashy way to do it.

4) Burrowed Battle System

The third form, which I have first seen used by my friend Evil_Moogle, requires your hero to be invincible. You will then have a location that follow it and have a burrowed unit directly under you follow it at ALL times. The burrowed unit is to be attacked, while your surfact hero deals the damage. There are 2 problems with this:

A. Your hero is very slow
B. Unless your burrowed unit is a one hit kill unit, it will unburrow. This can be solved by making the burrowed unit come from a neutral computer although. Then again, you will have to get a different zerg unit for each player, and still have to sacrifice a player slow for the neutral computer.

5) Rev's Battle System

I don't know if this has been discussed, but my system is fairly simple, but can be expanded in many directions. Your hero has very low hp. Let's say 25 hp. Your "true" hp will be displayed on the leaderboard with the variable of your choice. Everytime your hero actually dies, the leader board will go down by an amount and your hero will be recreated.

This idea can work better if you put hyper triggers to speed the process up. If you want to make it work even better, you can add randomized switches to add different damage points from enemies. Even better, you can add an inferior unit if your hero dies.

I hope this expands a new frontier in SC RPG mapping. Plainly, most RPGs feel the same to me. This system is very flexible in which you can modify many factors of battle. I have attached a map to demonstrate my system.
Report, edit, etc...Posted by Rayne on 2004-03-12 at 08:27:26
Ive tried making a map using the FF3 style RPG method... but it took along time to get it right and alot of the triggers kept screwing up... but this was also 2 years ago when i didnt know as much about map making as i do now... so maybe ill give it another try smile.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-03-14 at 11:07:21
This looks very interesting.

Is it "Turned based" (enemy attack, you attack, enemy, you etc)
or "Time based" (fastest player attacks, or just realtime SC)
Report, edit, etc...Posted by Revelade on 2004-03-14 at 14:37:44
As much as I would like this to be turnbased Yoshi, it's still real time. As the saying goes "bnet's IQ < my foot", bnet simply does not have the patience for turn-based... I do, however have another idea for a battle system... Well, I'm looking forward to using my new system in my new team rpg im suggesting in this forum smile.gif
Next Page (1)