BATTLE PARTY SIZE

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Okay, I'm about to run a crazy ideas by you guys. I have a total of 6 playable characters in my game, and I plan to make all them playable in battle. That's right, it's a party of six!

So, who likes the idea? And who thinks I'm an idiot? Please, post your opinions on this.

EDIT: This is what I'm talking about pretty much: instead of entering 4 commands for 4 people in battle, you enter 6 for 6 people.
There's another thread for this discussion and still on the front page.
http://rpgmaker.net/forums/topics/5637/
post=131752
There's another thread for this discussion and still on the front page.
http://rpgmaker.net/forums/topics/5637/


That one is a little different. It's about how many characters should be in the party. This topic is specifically about the amount of playable characters present in a battle.
Craze
why would i heal when i could equip a morningstar
15175
EDIT: Nvm, just look at my original post.
post=131751
Okay, I'm about to run a crazy ideas by you guys. I have a total of 6 playable characters in my game, and I plan to make all them playable in battle. That's right, it's a party of six!

So, who likes the idea? And who thinks I'm an idiot? Please, post your opinions on this.

Make sure you have enough elements to where a boss can pull a single elemental magic attack and have a 32% chance of putting everyone critical.(I'm assuming you'll have more than six characters.)
1 - It's not the most original idea ever.

2 - I can't say it's a good or bad idea, because it would depend. Same games work well with a single party member, some with 2, some with 4, so 6 may work well. Or it may not, depends on how you do it.

3 - I'm skeptical about this because, needless to say, you'd have to create a Custom Battle System. And I'm very skeptical about CBS attempts.
post=131769
Make sure you have enough elements to where a boss can pull a single elemental magic attack and have a 32% chance of putting everyone critical.(I'm assuming you'll have more than six characters.)

I'm totally confused at this comment.

post=131771
I'm skeptical about this because, needless to say, you'd have to create a Custom Battle System. And I'm very skeptical about CBS attempts.

It would be the same as your typical RPG, just with 2 extra members. Simple script actually.
Craze
why would i heal when i could equip a morningstar
15175
To be honest... I don't think having 6 characters in a regular FF-like battle is a good idea. It's just too much information. You'd have to use lots of enemies, or very strong enemies. That would make battles take longer, and it's really not fun. I'd recommend it if you're using a different battle style, or a tactical battle system.
Craze
why would i heal when i could equip a morningstar
15175
post=131778
To be honest... I don't think having 6 characters in a regular FF-like battle is a good idea. It's just too much information. You'd have to use lots of enemies, or very strong enemies. That would make battles take longer, and it's really not fun. I'd recommend it if you're using a different battle style, or a tactical battle system.


http://rpgmaker.net/games/1410/
http://rpgmaker.net/games/1955/

Same idea as FFX (absolutely no punishment for switching characters); only a few get to act each turn, but you use fourteen characters at once and are rewarded for switching them out periodically (bonus XP, easier weakness targetting, funny conversations). It is effectively the same, but easier to process.

I think later Breath of Fire games kind of maybe do something like having only a few characters act each turn, but all are present? I dunno, WIP mentioned it to me once.

stoodyhoo: If you are just throwing this in as an "oh it might be cool because featurez r kewl" then: fuck you
post=131779
stoodyhoo: If you are just throwing this in as an "oh it might be cool because featurez r kewl" then: fuck you


No, lol.

I've actually had a conversation about this before. My reasoning is that a member of the party shouldn't just be sitting back while his allies are trying to bring down the enemy. Personally, that makes me feel as if they aren't a part of the team. More psychological than anything. Here's a quote from one of the people I've talked to about this before:

"When a character joins the party, he/she shouldn't feel like a burden, but rather a true ally."

post=131778
To be honest... I don't think having 6 characters in a regular FF-like battle is a good idea. It's just too much information. You'd have to use lots of enemies, or very strong enemies. That would make battles take longer, and it's really not fun. I'd recommend it if you're using a different battle style, or a tactical battle system.


I think if I proportioned it correctly, I could make battles about the same length as a 4-man party. I'm using the default battle system of VX if that helps. In the end I might just go FFX style though.

post=131777


Is that the Suikoden game you were talking about?
Max McGee
with sorrow down past the fence
9159
15 > 14 > 6

I bet you thought I was making an implied judgment of quality. WELL I WASN'T. I was making an overly obvious mathematical statement!

Seriously...

To be honest... I don't think having 6 characters in a regular FF-like battle is a good idea. It's just too much information. You'd have to use lots of enemies, or very strong enemies. That would make battles take longer, and it's really not fun. I'd recommend it if you're using a different battle style, or a tactical battle system.


This worries me because my main project right now has an upper limit of over twice that many PCs.

-MM

P.S.
3 - I'm skeptical about this because, needless to say, you'd have to create a Custom Battle System. And I'm very skeptical about CBS attempts.


*coff* Not in VX. *coff*


Oh no, XXXXX is dying!
Craze
why would i heal when i could equip a morningstar
15175
stoodyhoo: Fuck true ally stuff. I'm talking about whether or not you've thought through how you're going to manage extra equipment, synergy, battle roles? Are there only going to be six characters, or more overall at once? How are you going to balance all of them effectively? Are you really going to sell this as a "crazy idea?" Having more than three-four characters greatly increases the workload of the player if it works like the average RPG, and also for the developer.

...but what do I know. I just have an ego and a loud mouth!

calunio: Turn-based. Also, that is an ugly interface.
Max McGee
with sorrow down past the fence
9159
calunio: wtf is that sideview shit?

All the questions Craze brought up are pretty valid btw.
post=131787
stoodyhoo: Fuck true ally stuff. I'm talking about whether or not you've thought through how you're going to manage extra equipment, synergy, battle roles? Are there only going to be six characters, or more overall at once? How are you going to balance all of them effectively? Are you really going to sell this as a "crazy idea?" Having more than three-four characters greatly increases the workload of the player if it works like the average RPG, and also for the developer.

...but what do I know. I just have an ego and a loud mouth!


6 Main characters that are playable. Thazzit.

Yes, there are defined roles for each character. Synergy is actually the thing I'm thinking about the most. I'm still working on the balancing, but I'll definitely make sure each character brings something to the table without making anyone obsolete. If I can't achieve that then I probably will scratch the idea.

As for it being a "crazy idea", that's not exactly what I meant. More like a "potentially bad idea". I don't plan for it being a selling point for my game at all...

By the way, 60 ego's are better than one big ego


post=131791
By the way, 60 ego's are better than one big ego



I concur.
If you can make each character bring a unique role to the battlesystem, then there is no reason why you shouldn't have 6 characters in battle.
But at the same time, having two healers, a "tank guy" and some damage sweepers doesn't exactly make their roles all that unique. Put more thought into it than that (although a tank guy in rm* would be rad as hell.)
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