BRAINSTORMING / INSPIRATION FOR SKILL SYSTEMS
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So, there's a concept I've been tossing around in my head and I've hit a roadblock with pretty quickly. I'm attempting to make an rpg where each of the 4 characters has a distinct system integrated into their skills. Here's what I've got so far.
The melee/tank character employs a "stance" system. He'll progressively gain normal skills as well as stance skills. The stance skills will do things like change his default attack and defend moves, change normal skills, or give entirely new skills exclusive to that stance.
The mage character will use a "charges" system. This character is able to spend a turn to gain charges of certain elements, like fire and ice charges. These charges can be stacked up to a certain count, currently unknown. Once he's ready to spend them, using any "cast" spell will spend at least one and up to all of the charges for different effects.
Based on those two characters I hope you see what I'm trying to go for with the last two characters. The issue is, my mind has hit a brick wall in terms of inspiration, and so far I'm not entirely sure what the last two should be. I intend on having a speed character and a support character, but I'm currently unsure as to how their skill systems should function. I have a few ideas in my head, but I'd like to know what your take would be on unique skill systems like the ones I've detailed above. I'd also appreciate any references for inspiration that could help breaking past this block.
The melee/tank character employs a "stance" system. He'll progressively gain normal skills as well as stance skills. The stance skills will do things like change his default attack and defend moves, change normal skills, or give entirely new skills exclusive to that stance.
The mage character will use a "charges" system. This character is able to spend a turn to gain charges of certain elements, like fire and ice charges. These charges can be stacked up to a certain count, currently unknown. Once he's ready to spend them, using any "cast" spell will spend at least one and up to all of the charges for different effects.
Based on those two characters I hope you see what I'm trying to go for with the last two characters. The issue is, my mind has hit a brick wall in terms of inspiration, and so far I'm not entirely sure what the last two should be. I intend on having a speed character and a support character, but I'm currently unsure as to how their skill systems should function. I have a few ideas in my head, but I'd like to know what your take would be on unique skill systems like the ones I've detailed above. I'd also appreciate any references for inspiration that could help breaking past this block.
I kinda feel the speed character might be about balancing quality and quantity. Like, I imagine that the speed character could basically have a pool of damage that can be spread across x actions, or enemies. For example, the character might have an AOE skill that targets every enemy on the screen, but, the more enemies there are to target, the damage output deteriorates. Maybe the character can take multiple turns, but, each consecutive turn has penalties that get more severe as more actions are taken?
Not too sure of the support character at this point. It's very tempting to suggest a charge system there, but, it would need a twist to make it unique from what the mage is doing.
Not too sure of the support character at this point. It's very tempting to suggest a charge system there, but, it would need a twist to make it unique from what the mage is doing.
The tank character is going to have one or two best stances, it's not going to be easy to get the player to care about new stances they've unlocked unless the new ones are straight up better thereby making the previous ones redundant.
The charge system sounds exactly like an RPG I had planned. Well not exactly. It was going to be card based with a draw command to get a new card. To keep things from just being draw one turn then use that card next turn, over and over, I'd have it so draw induces a state that gives a magic attack buff (such as x1.5) that can be stacked three times and lasts 3 turns.
The charge system sounds exactly like an RPG I had planned. Well not exactly. It was going to be card based with a draw command to get a new card. To keep things from just being draw one turn then use that card next turn, over and over, I'd have it so draw induces a state that gives a magic attack buff (such as x1.5) that can be stacked three times and lasts 3 turns.
For the support character, the lower their own life the more abilities they have. You could play with this concept a bit. For example, for each ally fallen the skill power increases or at least group skills increase. Think of it as an adrenaline rush ability and the portion with fallen allies allows more time to tend to others. So you might start with basic healing, but as the supporting character's own life drops they gain stat boosting abilities (perhaps which only boost the other characters primary traits of defense, MP and speed.) That should give you a bit of inspiration for support.
For the speed character, she could be fast enough to hit all enemies on every attack, but requires rest to build up energy. 1 rest turn could allow for a low damage output on all enemies, 2 rests would be a moderate damage output and 3 rests would be her big output. An alternative attack would be on a single enemy, allowing for 2, 3 or 4 attacks in a row with damage output higher on an individual enemy than when hitting a group. Support character could have a skill that adds rest to the speed character, speeding up their attack time.
Another option for the speed character is rather than making them fast, make everyone else slow. Have them be a manipulator of time. This way the character could act as a balance between support snd fighting. Speed up the tank, slow down an enemy, undo the damage done on them in the moment by "reversing" time a few seconds. This would be a diminishing character. The longer a battle goes on, the weaker they become and fewer skills they can access because for this character, more time had passed.
For the speed character, she could be fast enough to hit all enemies on every attack, but requires rest to build up energy. 1 rest turn could allow for a low damage output on all enemies, 2 rests would be a moderate damage output and 3 rests would be her big output. An alternative attack would be on a single enemy, allowing for 2, 3 or 4 attacks in a row with damage output higher on an individual enemy than when hitting a group. Support character could have a skill that adds rest to the speed character, speeding up their attack time.
Another option for the speed character is rather than making them fast, make everyone else slow. Have them be a manipulator of time. This way the character could act as a balance between support snd fighting. Speed up the tank, slow down an enemy, undo the damage done on them in the moment by "reversing" time a few seconds. This would be a diminishing character. The longer a battle goes on, the weaker they become and fewer skills they can access because for this character, more time had passed.
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