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Forums - Gaming - What would your ideal RPG Battle system play like?

I like the battle style of "Tales of " series and Star Ocean 3.

-No random encounter, ennemies are on map and battle gets started when you touch them.

-It goes into a battle screen but what I would like is if when you touch the ennemy, the battle would take place on the same place, meaning no battle screen. It would be better, imo.

-Active combat with ability to run in any direction (Star Ocean 3). Also attack and defend whenever you want to. No more "waiting".

-Performing certain attacks with buttons you choose it to be. Example pressing B+Up would result into "tiger blade".

I would like it to be able to offer more attacks though. I'm not sure how to fix it, but I just find it annoying that you can't use more than 4 attacks at a time.



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Turn-based strategy RPG with grids. Most of the normal conventions of these games would stay in place, like moving characters one at a time and taking turns. The difference would be the ability to do more on offense and defense than hitting and taking a hit. You would have distinct options which would turn the fighting almost into a fighting game like Street Fighter. Characters would split into short range, long range and characters capable of both.

Defensive options are as follows:

Block=Character blocks the majority of an attacks damage and the character gets pushed one space back that is blocking.You cannot block if a character is already in the space behind you. Used for long and short range attacks.

Dodging=Character dodges the attack moving into the space to his right or left. Cannot be used if characters are already in those spaces. Usable for long range attacks only.

Parry=Parrying allows a charcter being attacked at short range to move one space behind his attacker. This defensive character can now combo attack the original attacker.

Counter-Attack=You do not defend yourself against your opponents attack but you attack them following it.

The way the system works is through two methods. One is because everything is on timed bars going across the screen, kind of like Guitar Hero. You must time your presses to the various choices available. For the attacker, a choice must be made for attack and then an anticipation of the opponents defensive choice. The defender then has to choose through timed presses his defensive choice and a possible offensive choice following this. Before this is executed the original attacker will pick his own defensive and then offensive choice. I'm sure this all sounds crazy as I write it, but in a nutshell, it does the following:

-It speeds up the battles of turn-based strategy by making you choose on the fly what choices to make at times.
-It emphasizes good unit placement
-It goes away from learning many different moves because all characters will either have a basic set of learned short range attacks, long range attacks or both.
-It also goes away with weaknesses and strengths. They play a very small part in gameplay and instead being a good defender and smart attacker will be your strengths and if you don't possess them, your downfall.

Just on a side-note, I made this up because I was interested in a turn-based strategy featuring Capcom's cast of characters vs. SEGA's cast of characters. It has since spread to including Nintendo, Namco, Midway and Konami.

Think Smash Bros. fan-service + Advance Wars gameplay + Guitar Hero coordination = this game. 



Tag: Became a freaking mod and a complete douche, coincidentally, at the same time.



It's almost impossible for me to explain without a diagram, some rendered graphics that "show" what it looks like or being in person.

Even then the underlying mechanics are complicated, though would be amazingly simple for the person actually playing.

I've got it planned out. Just no coding talent. Gotta pick up codding one of these days.



Well Kasz, can you give a brief description of how the player would interact with it? And what platform would this work best on?



luinil said:
Well Kasz, can you give a brief description of how the player would interact with it? And what platform would this work best on?

 Platform it would work best on... depends, probably would sell best on the PC...  perhaps the wii based on the mechanics

The best way to put it is an RPG that plays like a kung fu movie via use of different moves and reactions to where you have fun having the intense back and forth battle... but have even more fun replaying the battle and watching it all play out.

Which is why PC would probably be the most popular vehicle for it, for the easy of people who like to show off. 

The interaction thing is the kind of things that's unexplainable really.  That and it would probably need procedural animation to give it the right level of depth. 

It's something that would likely take way too much work to accomplish and appeal to a small number of people.  



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I see. This is interesting, an RPG playing like a kung fu movie... I think I might like that... wasn't there an MMO that had a type of system like that. I don't know if it ever saw the light of day... I think it was UO2... I just heard about it though, and saw a video or two. It was really cool looking. Stupid EA canned it though, they thought that it would cut into their UO base... they had no vision.



Best Rpg battle system I played was Grandia 2's.

It was awesome.

Blue Dragons was similar.



My ideal RPG battle system has already been made. It's called the Infinity Engine. And, unfortunately, I doubt there will be another game made like the games that used it.



"'Casual games' are something the 'Game Industry' invented to explain away the Wii success instead of actually listening or looking at what Nintendo did. There is no 'casual strategy' from Nintendo. 'Accessible strategy', yes, but ‘casual gamers’ is just the 'Game Industry''s polite way of saying what they feel: 'retarded gamers'."

 -Sean Malstrom

 

 

I like Turn Taking Strategy RPG games and Action RPG games the most although I don't mind the old fashioned JRPG either. Here's what I'd like to see in a game.

1. It's all about the quest. I hated FF7 for the fact that I had to play Mini Games to get some ultimate treasures. Mini Games are a nice diversion if you get tired of the main game and while you should get rewards it shouldn't be something that you need to complete the game.(Or the game is very difficult without it)

2. The Places. I hate the barren wasteland setting of some RPG's to me it takes me out of the game if I'm constantly running through a Desert or Frozen Wasteland with very little to no change in scenery.

3. Quest Point or Victory Point system. Is it just me or is anyone else getting tired of the XP system(Not Windows) I think Random encounters should be done away with and a QP system should be put in place. You can earn QP's for completing quests, killing so many monsters in a quest, disarming traps, finding rare treasures etc.

4. Runes and/or Gems. One thing I really like in Diablo 2 was the socketed items. I think pending on how you do this it could make or break your game. Can't say I care for how it was done in Baldur's Gate DA 2. I thought some of the stuff was to expensive.

5. Side Quests. I Love running Side Quests so I would include them but like Mini Games these are optional.



Boycotting the following:

1. Yoshi: He ate my car and spit out a toaster.

2. Igglybuff: Totally false advertisement. You can have as many as you like they don't buff nothing.

3. the Terms Hardcore/Softcore... We're talking Video Games. Not Porn.

4. The term Casual as relates to Gamers: We make them sound like outsider's that happen to play games.  If that were the case they'd own a PS3.

5. Donuts.... Beacause I drink Beer...... and the biggest fan of Donuts hates Beer.

6. Boycotts: Their so lame.

 

 

5) it would have counter-attacks and reverse-combos based on those counters and counter-counter-attacks.

and

8) the player could strategically use the environment in defense and attacks.


The only RPG series that I really enjoy is Fire Emblem, which pretty much has those sort of rules in them.