COMBAT SYSTEMS: DO'S AND DONT'S & OPINIONS

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I want to ask something:

I created a new combat system for a game I want to make (no experience making games but plenty thinking them up, working on it) and I was wondering if there are some potential faults that I can't see in it.

Okay, here goes:

The combat system revolves around the idea of each character having an 'ability deck'. Basically you can customize what abilities that character can draw from to use in battle, but the selection is random.

Furthermore, the deck limit determines character stamina, so if it runs out you loose a turn to regain your strength. And what abilities you can use are limited by character stats. You can only use abilities that your stats equal or surpass the requirements or.

Now on the plus side stats can affect your hand and deck as well as damage or resistance. Intelligence will increase your hand size, so you get more cards to choose from, whereas endurance increases deck size, and so on.

I was wondering if there's anything I'm potentially forgetting (there will be super abilities for turning the tables mid-game)
I can see only two potential dangers with the system:

1. The battles could take too long... or if they are too short, there's no point in having such a complex card system in the first place.
Of course I don't even know how encounters work in your game.
It could be that each battle is actually supposed to take long and there is a finite amount of battles in the game, so it's fine if each battle takes several minutes. Thinking of that Magic The Gathering video game. That worked out pretty well despite making battles whole Magic The Gathering matches.
Another game with a similar system to yoru would be Baten Kaitos. This one uses a different approach, there are tons of random battles, but the combat is accelerated a lot by having very short time limits to select cards and also being able to select multiple cards each turn.

2. If you have pre-requirements to use abilities, the player can end up with having a hand full of cards he can't use. If he can only use 1-2 in his hand his options are very limited and it can get boring because he always has to use the only card he actually can use.
The system can be fun however. I'm thinking of that Might&Magic card game Arcomage for example (http://en.wikipedia.org/wiki/Arcomage).
It sounds like Kingdom Hearts: Chain of Memories.

It could be good for ridding repetition for battles if your hand is randomised for every battle, making you have to strategize with what you have.

But it would also make fighting minor monsters a potential pain, maybe? Battles might take longer than they should.
You could try having Riviera-style encounters to prevent fighting monsters a pain, as what Nivlacart had stated. The idea in it is that ALL encounters are scripted into the game plot, and that ALL encounters are either moderate or boss encounters. ALL encounters are important, no room for filler battles. Of course, the battles will be long; but you get to fully showcase your battle system this way.

The fault in this though, would be that battles will be a bit unavoidable; unless if you add an escape option.

What you gave is quite a nice system, but I'm pretty sure that'll be a pain to make.

Good luck :D
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