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Staredit Network -> Concepts -> New Battle System
Report, edit, etc...Posted by Tdnfthe1 on 2005-12-29 at 18:14:36
QUOTE

                                Active Time Battle Mode



Hello, as you can see(if you can read) I'm Tdnfthe1 and I've been working on a pretty generic and new Battle System. I call it Active Time Battle Mode by default, this name is subject to change.

First of all, what makes this System so new and Generic is it's design and multi-purpose capability. With this system you could have not 1, not 2, but more than 3 different forms of battle in your game.
You can now have TBC combat without the need of a seperate fighting arena, or have an RTC fight with limits and control like you always wanted. As these were the reasons I attempted on making such a system, you can increase damage and have criticals without the use of virtual HP!
Here I have a small-quickly put together list of what this system is capable of.

QUOTE
-Free Roam concept
-Spell Casting Time
-Positive and Negative Ailments
-Fully functional Heal system with leveled heal ratios
-Controlled AND free movement amongst a battlefield
-Controlled attack ratios, damage percents and criticals, and ranged attack buffs
-Spell user friendly, many forms of effects and tactics within the system
-In-Game timeout that can be used for cutscenes in rpgs(best ex. I can think of)
-Unison attacks capable, this system can easily combine unit actions
-Battle type friendly! This system can be used in TBC, RTC, OR special combat!
-Battle Zone friendly! This system can be used in an enclosed, open, or varied
space provided it is customly set to meet that requirement. This means you can
use this system as a battle zone in any type of condition, this will explained in
depth later.
-The Energy factor
-Many things only capable with virtual HP, now can be used without it.



That's just a small quickly put together list of what this system is capable of doing.
If all that was confusing or intresting, continue down the page and skim over my rundown on the system.

QUOTE
The BreakDown

[AP]
In this system, you use AP as a form of energy. No this is not MP or Mana or anything of that nature, it's a completely seperate force of energy required to take actions throughout the battle system. AP will be is used for everything in this system, from moving to attacking and even taking damage and dodging. AP stands for ACTION POINTS and is a term subject to change due to the fact that many other systems use the term. Ap is so diverse because it can be charged so many different ways. You can charge it while standing still, while not using commands, or over a turn based amount of time. AP will be used for everything, but mostly it will be used for these following terms...

[Attacking]
Attacking will consume AP in this battle system. Understand that through such things as leveling, equipment, ailments, and etc. AP cost for attacking can be edited again and again. Attacking damage and miss ratio can be calculated through amount of AP in stock when choosing to attack. Vice versa, the character you control can also dodge or be hit with a critical depending on his/her amount of AP when attacked. Of course it is not a defenite miss or critical, there will always be a ratio that the attack won't be modified, and it will do regular damage. There is also a way I have planned for Manual Dodging to be used, I'll get to that soon. And if you were wondering, the battling system does not use virtual hp, and that will also be explained later in more detail. To conclude attacking, attacking takes AP and depending on your amount of AP in stock, you could do critical damage or miss.(Ideas on how much AP is base max and etc. is not used since this is just a system layout, not a map.)

[Movement]
Moving will require a SMALL amount of AP and like attacking, moving's amount of cost can increase and decrease depending on ailments, items, equipment, etc. With movement you can also Manually Dodge an avoidable attack, skill, or spell. This is one way to Manually Dodge, and it will be explained more later. To Conclude movement, movement takes small amounts of AP and the cost can be edited with the use of ailments, equipment, items, etc.

[Manual Dodge]
Manually dodging is a favored outlook of mine among this battle system. The first way to manually dodge any attack, is to have enough enough sense and AP to see an attack coming, and then you just move out of the way. Keep in mind when you are attacked by an enemy the enemy(and I only designed this for the computer to do, but it can be setup for the player to be able to do this as well) can subtract a small amount of your AP disallowing you to manually dodge an attack, and exposing you to lethal attacks. The second way I've created to manually dodge an attack is by use of command, call it a last resort. It will consume all of your AP and dodge any and all attacks aimed at your character for a ratio of 3-10 seconds. Sounds nifty but there are setbacks. Your usage of this technique per battle is LIMITED! It can of course be set to increase or decrease as the user of this system sees fit. And don't forget about EXHAUSTION, which is a gnasty must have ailment of this battle system, yes I do insist that this battle system must have the Condition known as Exhaustion.(Once again, this is a layout all the settings on ratios and duration times above are examples of my personal thoughts on balance)

[Exhaustion!]
When you use a command that drains your AP to 0 you will go into an exhausted state. For a minimum time of 10 seconds(I may change minimum time) you will be unable to regain any AP which means you will be unable to move, attack, dodge, heal and etc. You will take critical damage from all attacks and spells by default, but it's not all that bad, if you use this command at a good time you could actually dodge an attack that will make your opponent exhausted too. Anyway be careful of exhaustion.

[Battle Zone Types]
Ok, now that we're done talkin about AP we can focus on the battle zone usage of this system. What you notice about the setup on RTC battles and TBC battles, is their systems can't be used in the opposite form. You can't fight TBC style yet still be fighting RTC. With Active Time Battle Mode, both of these battle system can be used in one. As an example, you can have a battle RIGHT there in the middle of a city you made as if it were RTC fighting style, you wouldn't need a battle arena or something along that line. Now on the other hand, you can make a seperate battle zone arena for Active Time Battle Mode usage. Teleporting to a seperate arena made specifically for the battle can easily be used as well, making ATB Mode so user friendly. I think being friendly to all forms of Battle makes this System very useful. However, I think things like criticals and forms of damage are very important too, so let's see how that works. ( I find this one of the most useful parts of this system, there are just too many ways to incorporate it into your map)

[Damage Control]
If you read above you might be wondering how you can increase damage and have damage criticals without virtual hp, well that will be explained here. It may seem dumb, or it may seemed very smart, but I believe the best way to calculate damage of all sorts is with time. That's right time, timed attack. Damage given is carried out by amount of time you are allowed to damage a unit. Now by damage I don't only mean attacking, this can work for forms of spells and healing as well. Spell damage can be done over time to serve as damage amount, as well as healing. In my opinion this is best done with death counter waits, but it's up to the map maker. Criticals for any and all commands simply have an extended addition on their timer for the action they are carrying out, giving it a better-longer-potency. This isn't a big secret but I do think it is what makes this system as usable as it is, otherwise many things wouldn't be possible.

[Personal Ideas, the Modifier]
Finally I believe I come to an end of the explanation, so I'll finish off by saying why I think this is such a user friendly system. This concept can be molded into many shapes and forms to fit any mappers needs, many kinds of spells not easily done with or without TBC battle mode can be done with this. And as a huge note to all reading -
I'm pretty sure I damn-well wasn't the first to think of this, however by posting it I've done what you or someone else hasn't done, I've shared the idea - just a side note wink.gif .
With this type of system you can be very creative and come up with some great battle schemes. On a personal note I've found it easy to create seemingly instant transitions from free roaming in a town or on a road, and turn it into a battlefield. I've also noticed that this system allows multiple ways to increase attack effectiveness and damage. So I just wanted to point out that this shell of a system can be taken by anyone and put to good use in many different ways.

[Final Note]
As a final note on the explanation of the system, I just want to say that I have created many other purposes and uses of this system, the things listed above are the things that I THINK make the system what it is, they were what I believed to be the minmum requirement to breakdown the jist of this Battle System. So know there are other ways to use this system, and I hope this explanation was helpful to the understanding of this system and it's usefulness.


Now that you've read the explanation on the system
Could I get your opinion on it? Do you like it? Do you think it works, is it good?
Do you still have any questions?
And if you do approve of this system, then I'd like to ask you to help me think of things we can use it for, what kinds of different battle attacks, units, formations, spells, skills, ailments, terrain, zones, etc. can we do? The longer the list the better the outcome. And remember almost anything can be done with this system.
(If enough people are intrested, and wish it, I can release an example of this system on a map, but that's only if it's worth my time to of course)


Thanks much for any comments on it, even if they're bad ones, and I hope this idea is somewhat new to at least a few of you.
~Tdnfthe1
Report, edit, etc...Posted by Urmom(U) on 2005-12-29 at 18:45:55
Well, IDK, I could only see if it works if you post a map. I'm not quite so sure how you would achieve some of those feats either.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-12-29 at 20:11:47
That's because you're thinking too hard. smile.gif

QUOTE
-Free Roam concept
-Spell Casting Time
-Positive and Negative Ailments
-Fully functional Heal system with leveled heal ratios
Easy and obvious
QUOTE
-Controlled AND free movement amongst a battlefield
I believe this is a fancy way of saying "Any place you go can instantly become a battlefield; when you encounter an enemy automatically your movement is restricted to such amount of squares per turn."
QUOTE
-Controlled attack ratios, damage percents and criticals, and ranged attack buffs
You use timers (like in F&D) to show how long your specific attack phase is. With that and mind, this makes it easier to understand.
QUOTE
-Spell user friendly, many forms of effects and tactics within the system
Gateway system makes it obvious
QUOTE
-In-Game timeout that can be used for cutscenes in rpgs(best ex. I can think of)
-Unison attacks capable, this system can easily combine unit actions
-Battle type friendly! This system can be used in TBC, RTC, OR special combat!
-Battle Zone friendly! This system can be used in an enclosed, open, or varied
space provided it is customly set to meet that requirement. This means you can
use this system as a battle zone in any type of condition, this will explained in
depth later.
Yipee! Think RTC as DBZ Budokai.
QUOTE
-Many things only capable with virtual HP, now can be used without it.
Horray.
-------------------------

I heard he's tested his system already so he knows it works... maybe he can show us his raw "test map"?
Report, edit, etc...Posted by RedNara on 2005-12-29 at 20:57:50
wow shiz you wrote like a whole essay on it.. ill read it, the title sounds good btw lol...
Report, edit, etc...Posted by Dark_lunatic_K on 2005-12-30 at 18:16:56
I don't see anything new in this, it's all a mix of old things put into fancy words.
Report, edit, etc...Posted by Tdnfthe1 on 2005-12-30 at 20:58:33
Just gonna respond to a few things.
QUOTE(Mr.Kirbycode774 @ Dec 29 2005, 07:11 PM)
I believe this is a fancy way of saying "Any place you go can instantly become a battlefield; when you encounter an enemy automatically your movement is restricted to such amount of squares per turn."
[right][snapback]393157[/snapback][/right]

No, that would be somethin like a mix with ff3 TBC system maybe?
The design on this system can have square to square movement, or more freed type of movement, like I said before this is a layout as is mostly customizable.
QUOTE
You use timers (like in F&D) to show how long your specific attack phase is. With that and mind, this makes it easier to understand
\
Correct
QUOTE
Gateway system makes it obvious

The point is you can use any type of casting system. Burrowing, dropship, shooting a unit, gateway, liftoff, it's very multi-purpose. Many other systems are too hard to use harder types, such as a ghost shooting on observer to target his spell, etc. That's what is meant.
QUOTE
I heard he's tested his system already so he knows it works... maybe he can show us his raw "test map"?

Yes I have, but releasing a different model to people is a waste if there's not many people intrested in this Battle System. If more people become intrested in this, I'll put up an example map for download, but only if we have intrest in this thread.

~Tdnfthe1
Report, edit, etc...Posted by Ares on 2005-12-30 at 22:50:25
I'm interested. Please, if you can, post some information.
Report, edit, etc...Posted by 3voLtz on 2005-12-31 at 02:30:32
Looks like an interesting Battle System make a map with it and we'll see how good it actually is. but Thumbs up on the Idea. happy.gif
Report, edit, etc...Posted by dumbducky on 2005-12-31 at 08:39:04
i wanna see a map that highlights all of these features
think you can do it?
Report, edit, etc...Posted by justin_grant on 2006-01-02 at 01:22:03
dude... this sounds wicked. Good Luck with making this, I wanna use it! tongue.gif
Report, edit, etc...Posted by Ice_Inferno_X3 on 2006-01-02 at 18:11:28
sounds cool man! if you can pull a battle system like this off...I will be WOWed but of course the problem with strings always comes into play. im sure ull work around it...just make sure im a tester for whatever map you make using this system wink.gif
Report, edit, etc...Posted by justin_grant on 2006-01-02 at 20:13:40
woot, I just got my own idea based on ap, but nothing like this... Ill give you credit though for 'inspiring' me.
Report, edit, etc...Posted by Legendary(LX) on 2006-01-02 at 23:21:59
Wow....that battle system sounds really awesome.
Report, edit, etc...Posted by justin_grant on 2006-01-10 at 00:28:29
Come on, make an example map tongue.gif I wanna try this
Report, edit, etc...Posted by Mr.Kirbycode774 on 2006-01-10 at 00:31:54
I think i'm gonna go bug the heck outta Tndfthe1 until he makes an example map! biggrin.gif

Either that or i'll steal the idea and claim it to be mine and that he stole it before i posted my concept...

Yeah, this'll come out one way or another. smile.gif
Report, edit, etc...Posted by Javaboy on 2006-01-14 at 09:33:24
Looks like you found a few different battle systems, taken the best of them, and mashed them together. I don't care how you got the idea though because you've done a good job explaining it (even if a bit long winded).
Report, edit, etc...Posted by Corbo(MM) on 2006-01-14 at 11:20:37
QUOTE(Dark_lunatic_K @ Dec 30 2005, 05:16 PM)
I don't see anything new in this, it's all a mix of old things put into fancy words.
[right][snapback]394352[/snapback][/right]

yep, nothing i don't know
Report, edit, etc...Posted by Snipe on 2006-01-14 at 11:26:03
interesting but not a another 1.. lol there is so many. But its all good. I'm glad you can still think of new concepts.
Report, edit, etc...Posted by Falcon_A on 2006-01-14 at 15:37:17
Wow dude...is this just an idea, or do you have an implementation?

Because I've known about this type of system for quite some time, seen it done in other games as well (ie. Jagged Alliance 2), but if you could do something like this with starcraft (and seeing some other incredible things people have done with starcraft...i mean the concept of an RPG using the game was tremendous a while ago), you could do some pretty cool things with it.

and as i would imagine, allow you to have some squad-based rpgs that are innovative and fun to play.

Good idea, especially if you can trigger the manual dodging.
Report, edit, etc...Posted by Tdnfthe1 on 2006-01-14 at 18:40:58
QUOTE(corbo @ Jan 14 2006, 10:20 AM)
yep, nothing i don't know
[right][snapback]405466[/snapback][/right]

Hmm then why hasn't anyone done it if it's so simple? confused.gif No comment i suspect, thnx much(pwned).

Ok, since enough people ARE intrested with this, I'll do an example game for this system. The basis will be an rpg, and I'll utilize the concept as a real time combat(instead of TBC arena). Should take me up to a week to do it(4 days and I have school and stuff) so if I don't have a good example by then, then you can label this as "JUST ANOTHER IDEA" type of thread. Thnx for posting your thoughts every1.

~Tdnfthe1
Report, edit, etc...Posted by purple100 on 2006-01-14 at 18:57:29
Maybe nobody has tried this because it takes too much work and too many triggers. Much easier to create a standard time-limited TBC or a Final Fantasy arena-like battle. But aside from the COMBINATION of various methods, it doesn't seem all that "revolutionary" or new.
Report, edit, etc...Posted by Corbo(MM) on 2006-01-14 at 21:43:03
QUOTE(Tdnfthe1 @ Jan 14 2006, 05:40 PM)
Hmm then why hasn't anyone done it if it's so simple?  confused.gif  No comment i suspect, thnx much(pwned).

Ok, since enough people ARE intrested with this, I'll do an example game for this system. The basis will be an rpg, and I'll utilize the concept as a real time combat(instead of TBC arena). Should take me up to a week to do it(4 days and I have school and stuff) so if I don't have a good example by then, then you can label this as "JUST ANOTHER IDEA" type of thread. Thnx for posting your thoughts every1.

~Tdnfthe1
[right][snapback]405813[/snapback][/right]

2 things first of all i didn't get pwned or whatever i dont even think "pwn" its a verb at all
second i do have comments, they are just ideas just compiled in one, i didn't say they were easy and i wont say they are hard i just said "nothing i dont know"
Report, edit, etc...Posted by justin_grant on 2006-01-14 at 23:45:06
Woot! Your finally making an example map! Cant wait till it's out... this will revoloutinize starcraft rpgs.
Report, edit, etc...Posted by Tdnfthe1 on 2006-01-18 at 19:17:01
Thanks alot to the support from you guys, and therefor I'll update you with the experimental updates for the battke system.

I ran into some problems during triggering, 2 pretty big ones that made me have to change how "I" wanted to use it, but nontheless it is still flawless. The 2 big problems were as follows:
1)Couldn't find a way to allow units to be able to move, without being able to attack. To explain this, I simply wanted to have it so you could move around freely while using ap, and use a timed trigger to not allow ur unit to attack other units. After thinkin it through, most games with small lagtime ratios(or big ones) would skip through the wait times on the trigger to stop units from attacking, and you'd be able to get a free attack or 2 every now and again. I wasn't sure if it was impossible, but since I wasn't 100% sure i thought it best to change my method. Instead of me doing a system where you target which unit you attack, I simply made an attack command, and from where ur unit is currently at... he attacks whatever is in range. I thought that'd work slightly better, since I was 100% sure it culdnt glitch.

2)Since enabling attacking is near as same as enabling moving, moving now became an issue. I could no longer make movement a free to do thing(although if i poked at it long enough I bet I could wink.gif ) So I decided to make movement an option or command. Including you choose where to move to, which leads me to my newest idea to add as something required for use in the system.

Free-Range Cursor

I made it soo while in a battle, you always can use a cursor, to target movement, spells, attacks, commands, items etc. Real time battling with a real time free-range cursor. It'll also work as a control factor, since many things u can use for cursors can be timed or slowed or u can reduce how they work, (ex: defiler using dark swarm, you can control it's energy for issuing commands, or if u were to use an air unit you can control it's speed with the proper management).

Well anyway that's just an update for anyone who really wanted to see this, hopefully ill be done with this soon I'm tryign to make many different types of battles for u to fight under, wish me luck and thnx for the feedback on the system.

~Tdnfthe1
Report, edit, etc...Posted by Ice_Inferno_X3 on 2006-01-19 at 22:17:24
QUOTE(Tdnfthe1 @ Jan 18 2006, 08:17 PM)
Thanks alot to the support from you guys, and therefor I'll update you with the experimental updates for the battke system.

I ran into some problems during triggering, 2 pretty big ones that made me have to change how "I" wanted to use it, but nontheless it is still flawless. The 2 big problems were as follows:
1)Couldn't find a way to allow units to be able to move, without being able to attack. To explain this, I simply wanted to have it so you could move around freely while using ap, and use a timed trigger to not allow ur unit to attack other units. After thinkin it through, most games with small lagtime ratios(or big ones) would skip through the wait times on the trigger to stop units from attacking, and you'd be able to get a free attack or 2 every now and again. I wasn't sure if it was impossible, but since I wasn't 100% sure i thought it best to change my method. Instead of me doing a system where you target which unit you attack, I simply made an attack command, and from where ur unit is currently at... he attacks whatever is in range. I thought that'd work slightly better, since I was 100% sure it culdnt glitch.

2)Since enabling attacking is near as same as enabling moving, moving now became an issue. I could no longer make movement a free to do thing(although if i poked at it long enough I bet I could wink.gif ) So I decided to make movement an option or command. Including you choose where to move to, which leads me to my newest idea to add as something required for use in the system.

Free-Range Cursor

I made it soo while in a battle, you always can use a cursor, to target movement, spells, attacks, commands, items etc. Real time battling with a real time free-range cursor. It'll also work as a control factor, since many things u can use for cursors can be timed or slowed or u can reduce how they work, (ex: defiler using dark swarm, you can control it's energy for issuing commands, or if u were to use an air unit you can control it's speed with the proper management).

Well anyway that's just an update for anyone who really wanted to see this, hopefully ill be done with this soon I'm tryign to make many different types of battles for u to fight under, wish me luck and thnx for the feedback on the system.

~Tdnfthe1
[right][snapback]410038[/snapback][/right]


wow, interesting blade. i think i understand your problem. if u let me dl ill look at the triggers...it sounds like a glitch i ran into when i attempted a tbc battle system...

...by the way blade...u should rename your battle system. in Final Fantasy IV the battle system was called Active time battle mode ( tongue.gif ) but ur onto something and id love to be a part of it. u no my aim and stuff so drop a line

~ Ice Inferno X3
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