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
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.
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.
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
.
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.
Could I get your opinion on it? Do you like it? Do you think it works, is it good?
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.
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.