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Battle Reserve
- Adon237
- 07/22/2015 08:41 PM
- 1563 views
Diabolica has just implemented a new battle mechanic: The Battle Reserve.
In Diabolica's battles, only 3 of your potential party of 6 are allowed to be on the battlefield at once. If all three of your characters were to die during a battle, the Reserve command appears the next turn allowing you to switch out your other 3 reserve allies in their place to finish the battle.
It is similar to how Final Fantasy 12's functions, except that you can only swap allies out when one group is dead. It cannot be used during any other time in battle.
This mechanic has a great effect on gameplay, allowing the party to tackle harder battles without having to rely on the rare reviving you get in battles to proceed.(reviving occurs after battles, and especially after the early game the rare Stimulant item which revives a dead participant in battle become much less encountered) Battle Reserve's usage isn't particularly "useful" until after the early part of the game but still can be used to your advantage.
Let me know of what you think about this! As always, I'm eager for feedback and criticism.
In Diabolica's battles, only 3 of your potential party of 6 are allowed to be on the battlefield at once. If all three of your characters were to die during a battle, the Reserve command appears the next turn allowing you to switch out your other 3 reserve allies in their place to finish the battle.
It is similar to how Final Fantasy 12's functions, except that you can only swap allies out when one group is dead. It cannot be used during any other time in battle.
This mechanic has a great effect on gameplay, allowing the party to tackle harder battles without having to rely on the rare reviving you get in battles to proceed.(reviving occurs after battles, and especially after the early game the rare Stimulant item which revives a dead participant in battle become much less encountered) Battle Reserve's usage isn't particularly "useful" until after the early part of the game but still can be used to your advantage.
Let me know of what you think about this! As always, I'm eager for feedback and criticism.
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author=Porkate42
This game is gonna have a lot of mechanics isn't it?
Not really! Comparable to your typical RPG Maker project sure there will be a bit more, but it's not excessive at this point! Several things that I have mentioned through blogs and such may not even be seen in a future release. And unlike most devs here I detail the majority of my mechanics through the game page and as they're implemented.
You are seeing more about mechanics on Diabolica only because I mention them much more frequently than one might typically see from others. Also, many mechanics are small/minor mechanics that do not add any discernible complexity to the game but still have a function or are a component of a larger mechanic. (Not to mention nothing is permanent; any and all mechanics are subject to removal.)
I like letting people know I'm working on this. So by releasing details relevant to what I've been working on, I'm both communicating that and providing information that anyone could use or look at for future reference.
author=Adon237author=Porkate42Not really! Comparable to your typical RPG Maker project sure there will be a bit more, but it's not excessive at this point! Several things that I have mentioned through blogs and such may not even be seen in a future release. And unlike most devs here I detail the majority of my mechanics through the game page and as they're implemented.
This game is gonna have a lot of mechanics isn't it?
You are seeing more about mechanics on Diabolica only because I mention them much more frequently than one might typically see from others. Also, many mechanics are small/minor mechanics that do not add any discernible complexity to the game but still have a function or are a component of a larger mechanic. (Not to mention nothing is permanent; any and all mechanics are subject to removal.)
I like letting people know I'm working on this. So by releasing details relevant to what I've been working on, I'm both communicating that and providing information that anyone could use or look at for future reference.
Ah I see, well I was a bit worried because if there was a lot of mechanics than I'm gonna have to memorize the all. I'm excited for the next release! But take your time.
I think this is a very interesting mechanic, mainly since there are essentially 2 parties.
It adds more planning with the 6 party members and a plan A and B to battles.
The RPGs I've played which gives a second shot usually restarts the battle.
Most times I don't think that second shot is worth it, since I still lose all of my items.
Your mechanic seems like a better and more modern approach to it. Great idea. Even if it now it adds more brain in the game, it's good, since it will reward players that at least try to think strategic. This will also make all characters more useful, rather than just "maining" those three powerhouses, while forgetting about the uniqueness and usefulness of the other three mangs.
I like this idea of yours, sir.
It adds more planning with the 6 party members and a plan A and B to battles.
The RPGs I've played which gives a second shot usually restarts the battle.
Most times I don't think that second shot is worth it, since I still lose all of my items.
Your mechanic seems like a better and more modern approach to it. Great idea. Even if it now it adds more brain in the game, it's good, since it will reward players that at least try to think strategic. This will also make all characters more useful, rather than just "maining" those three powerhouses, while forgetting about the uniqueness and usefulness of the other three mangs.
I like this idea of yours, sir.
I am glad you appreciate this idea, luiishu! Yes, I did not want only three of my characters to be useful, so to permit making battles harder and using all characters I have implemented this feature.
Would there be a way to revive a member of the dead party? Oh, wait, that would only be useful if you could swap party members in-battle. Is there a way to swap members in-battle, and if so, is there a way to revive a member of the reserve (dead) party? Because I could see having all your best fighters killed and having to work with the ones you haven't bothered to level leading to a prolonged game over.
Unless the Reserve Party also gets XP from battles, even if they didn't take part? That is, keeping up with the main party level-wise, so that you don't have 3 level 20s and three level 10s. That would make it a bit more useful to be able to rely on those Reserve members, since anything that would wipe your Level 20s would probably not be bothered by a bunch of level 10s.
Unless the Reserve Party also gets XP from battles, even if they didn't take part? That is, keeping up with the main party level-wise, so that you don't have 3 level 20s and three level 10s. That would make it a bit more useful to be able to rely on those Reserve members, since anything that would wipe your Level 20s would probably not be bothered by a bunch of level 10s.
Excellent questions Liberty!
Revival in-battle occurs rarely given you have the infrequently appearing item "Stimulant". Even then, it can only be used on characters in the same battle party. (Everyone is revived with minimal HP after battle) Reserve members gain 75% of the experience that the active members gain in battle, so they will not fall so far behind to become unusable.
Additionally, there are sections (all Labyrinths) of the game in which dividing into two parties is required for a sizable period of time in which this mechanic isn't really usable but demands the use of all characters. However these sections are prominent and frequent enough where all characters will be gaining full experience.
The idea behind this is if your first party dies, the second party can take care of the already weakened enemy troop hopefully. This mechanic is used primarily during exploration of the world, where having your first battle party dying without backup would be a unnecessary hindrance to the process.
i'm tired so i'm not sure if i'm communicating clearly enough sorry :(
edit: I'm contemplating changing battle party size to 6 and getting rid of the reserve system, but it's just a thought.
Revival in-battle occurs rarely given you have the infrequently appearing item "Stimulant". Even then, it can only be used on characters in the same battle party. (Everyone is revived with minimal HP after battle) Reserve members gain 75% of the experience that the active members gain in battle, so they will not fall so far behind to become unusable.
Additionally, there are sections (all Labyrinths) of the game in which dividing into two parties is required for a sizable period of time in which this mechanic isn't really usable but demands the use of all characters. However these sections are prominent and frequent enough where all characters will be gaining full experience.
The idea behind this is if your first party dies, the second party can take care of the already weakened enemy troop hopefully. This mechanic is used primarily during exploration of the world, where having your first battle party dying without backup would be a unnecessary hindrance to the process.
i'm tired so i'm not sure if i'm communicating clearly enough sorry :(
edit: I'm contemplating changing battle party size to 6 and getting rid of the reserve system, but it's just a thought.
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