THROWING SHIT AT YOU: HELP ME OPTIMIZE ATTACK ITEMS
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Most people are familiar with attack items in many JRPGs; items that serve an offensive purpose and do some sort of damage.
Considering a big part of my game's battle system is conservation of resources in favor of more intense, strategic battles, this leads me to a few decisions to make regarding attack items. The issue is that with many JRPGs, attack items tend to be useless at the start or largely outclassed by the middle of the game.
In my game, I want attack items to be competitive and useful at least in a strategic sense since the player is only limited to holding 15 copies of a given item at one time, and AP usage for spells is easily replenished through defending, but not something the player can spam.
Now, a caveat here; there is a party member you obtain early in the game that specializes in using items. How can I make this character competitive but not overpowered with the others in terms of damage output via using these items while making Attack items themselves still be useful independent of this character who specializes in them?
Discuss Attack items, guys.
Considering a big part of my game's battle system is conservation of resources in favor of more intense, strategic battles, this leads me to a few decisions to make regarding attack items. The issue is that with many JRPGs, attack items tend to be useless at the start or largely outclassed by the middle of the game.
In my game, I want attack items to be competitive and useful at least in a strategic sense since the player is only limited to holding 15 copies of a given item at one time, and AP usage for spells is easily replenished through defending, but not something the player can spam.
Now, a caveat here; there is a party member you obtain early in the game that specializes in using items. How can I make this character competitive but not overpowered with the others in terms of damage output via using these items while making Attack items themselves still be useful independent of this character who specializes in them?
Discuss Attack items, guys.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Essentially, items are skills that use a different resource - one that you can't restore in the middle of a dungeon. But the resource usage is honestly similar enough to MP that, in theory, there's no reason you can't balance the skills exactly like normal MP skills.
So how would you make a Fire spell better on one character than another, if it were learnable by anyone on the team, but you wanted one character to specialize in it?
Well, the easiest obvious answer is you'd make the damage of the fire spell based on a particular stat, and make this character have a higher value in that stat than anyone else. You could do the same thing with item skills. Make them based on a stat - named something like Chemistry if they're explosives or Intellect if they're poisons or Dexterity if they're ninja stars.
There are more interesting ways, of course, though. Passive skills or castable self-buffs that improve how good items are in various ways, like a chance to not use up the item, or a bonus effect. Maybe a set of self-buffs that improve the effects of healing, status, or damage items, but you can only have one of the three active at a time.
So how would you make a Fire spell better on one character than another, if it were learnable by anyone on the team, but you wanted one character to specialize in it?
Well, the easiest obvious answer is you'd make the damage of the fire spell based on a particular stat, and make this character have a higher value in that stat than anyone else. You could do the same thing with item skills. Make them based on a stat - named something like Chemistry if they're explosives or Intellect if they're poisons or Dexterity if they're ninja stars.
There are more interesting ways, of course, though. Passive skills or castable self-buffs that improve how good items are in various ways, like a chance to not use up the item, or a bonus effect. Maybe a set of self-buffs that improve the effects of healing, status, or damage items, but you can only have one of the three active at a time.
I'd look for ways to make the attack items fill niches that regular MP skills don't, both fighting the trash mobs and bosses. For example, let's assume your game has single and multi target skills where MT skills do half damage compared to ST skills. Attack items could do ST damage with MT targeting making them effective against the trash mobs. Pop a fire bomb first or second turn to weaken all the enemies before finishing them off one by one. Since it does more damage than comparable MT skills there's a desire to use it and its set up to be a trash mob tool so OCD players (hopefully) don't save it for the boss / forever. Expand this to other niches, like exploiting elemental weaknesses and even special status effects that can only be inflicted by attack items. Goliath Mech ruining your day? Throw an EMP Grenade at him! Have Steve the Attack Item dude throw it for extra damage / extend debuffs / hit all enemies! Let them use multiple items at once to make an even bigger bang at the cost of faster resource depletion!
The player should know that attack items are replenishable too. Being trapped in The Pit with no way out, no merchant, and just a save point is certainly going to make me enter conservation mode.
The player should know that attack items are replenishable too. Being trapped in The Pit with no way out, no merchant, and just a save point is certainly going to make me enter conservation mode.
author=GRS
I'd look for ways to make the attack items fill niches that regular MP skills don't, both fighting the trash mobs and bosses. For example, let's assume your game has single and multi target skills where MT skills do half damage compared to ST skills. Attack items could do ST damage with MT targeting making them effective against the trash mobs. Pop a fire bomb first or second turn to weaken all the enemies before finishing them off one by one.
This is actually sort of what I'm doing; for example, the character who specializes in items has a skill that uses up three of an item to turn that item into a MT attack against 4 random enemies, with a chance of doing a status effect.
So, with that being said, does anyone know of a way to make items more effective if used by a certain party member in RM Ace? I sort of can't really do much without a script or something to alter the effects of items.
EDIT: Craze helped me figure it out!
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