RPG BATTLE SYSTEMS AND WRESTLING

Posts

Pages: 1
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
Turn-based combat isn't really going to feel fast-paced no matter what you do. The timed actions from Paper Mario seem like a really good fit though. I guess you could do some kind of punch-kick combo system like Xenogears if you really wanted it to feel "faster" but...

Honestly I don't really see the problem since wrestling is one of the slowest methods of hand-to-hand combat I can think of. It's a lot of circling and staring and arm-locking and trash-talking and showboating. The wrestling fantasy is not about speed, it's about spectacle! Mostly this will probably translate into art direction and not gameplay direction, but if you want your combat system to be about spectacle, then the combat should have a lot of buildup for big attacks, instead of a lot of fast-paced attacks. Bestial roars to buff attack power and pin moves to lock enemies down, leading up to five-story-high suplex drops that smash the street on impact, and stuff like that.
Someone did mention things like building up a meter to cause enemies to go into a special state where you can do big critical hits on them. Making it sort of fit that style of beating down a wrestler and getting them off guard.

But if we went that route, my game design senses tell me there needs to be a balance in that there should be a risk of if you miss a command action or so, the enemy not only gets back on guard, but they gain momentum as a bonus. It would be the same rules for yourself. Then in my head, I'm seeing this sort of momentum like system where you're fighting for adrenaline and heat.
Pages: 1