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Affinity System

  • Stoic
  • 07/24/2014 01:31 PM
  • 1727 views
-- AFFINITY SYSTEM --

The 2nd of the 3 major systems I want to implement is what I call the "Affinity System". In combat, actors will be able to perform double and even triple techs eventually (combos). Originally I thought actors would learn combos as the story progressed or they unlocked skills like in Chrono Trigger. But instead I decided to build a system around how often you use certain party combinations. The more you use a certain combination of characters, the more their affinity meter goes up. It will probably be a function of either number of battles or EXP received in battles (although that will have to take in account the rising EXP received later on). As the meter goes up, you'll learn combos for that group.

This system should encourage more experimentation with groups. Eventually, a group will max out their affinity and so if the player wants to learn more combos they'll have to switch up the party. At the most each pair can learn 2 double techs and each trio can learn 1 triple tech.

There are 7 actors that can be switched in/out. So let's do the math to figure out how many skills there are. Taking into account all the different combinations and then multiplying them by the no of skills.

Single = 8 * 7 (56)
Double Techs = 21 x 2 (42)
Triple Techs = 35 x 1 (35)
Total = 133

That makes for 133 skills! That's a lot. Possibly too much.

The affinity system might not just be for combos. It could also mean that passive stats go up the more you use a group together. Perhaps even AP regen.

What do you guys think? Are there too many skills? How should I calculate how much the affinity meter goes up?


Posts

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You could tailor the affinity of each character as another type of experience you receive after battle. Sort of like skill points in certain rpgs that accumulate before you can master a skill.
NeverSilent
Got any Dexreth amulets?
6299
I like this idea a lot! 133 skills sounds like it's very much, but considering many of those will not be available for the player at the same time, it's not overwhelming. (At least, not for the player. For the developers, though, that's another matter.) Plus, those skills would only be all visible in-game if the player decides to max out all possible combinations, which I don't think is very probable. In case of an emergency, you could always reduce the number of single-character skills to 7 or 6, to emphasize the importance of combo skills even more.

I think affinity points should be calculated based on the number of battles fought together rather than on EXP, as the latter would make affinity hard to get at the beginning and cheap later in the game. It also makes sense in a logical way, as the characters have to spend time in battle together to get to know each other's techniques. However, you could make it so that, for example, normal/easy battles grant 1 affinity point, difficult one grant 2 and bosses 3. That would balance it out a bit more and prevent grinding for affinity points by constantly fighting easy enemies.
Hmm that's true. I could have each battle reward Affinity Points as a separate form of experience. Affinity Points would not inflate like EXP and would be set on an encounter basis too. So like you said, smaller encounters might reward 1 or 2 Affinity Points (might change the name since it's the same acronym as Action Points) and larger encounters like bosses would reward 3. I like it!
How are triple techs handled? Will there be a counter for A-B-C or will the game check if each of A-B, A-C and B-C are high enough to qualify for the triple tech?

Anyway, once you learn a triple tech, you can no longer learn a new triple tech by using the same party combination. However, if you switch the party to learn a new triple tech, you no longer benefit from what you already learned. So, in order to benefit from the work needed to learn a triple tech, you have to stop learning new triple techs. The same goes with double techs once a pair has learned both of them. I'm not sure this encourages people to try different groups.

Then there's also the question of how double and triple techs interact with the skill upgrade system. For example, assume a certain duo has an effective damage dealing skill as one of their double techs. Could I then just not upgrade their offensive skills and instead just rely on the double tech for offense, that way get the benefit of having upgraded support skills without the penalty of not having upgraded attack skills? Of course, that idea would not work so well if I split those characters up, which may further create an incentive towards sticking to a certain party.

You'll only earn points towards the triple tech that applies to your current party combination. So if your party was Rustek, Taraja and Stoic, then you would earn points towards their triple tech. In addition, the points would also apply to all the different double tech combinations: Rustek + Taraja, Rustek + Stoic and Taraja + Stoic. Lots of little meters increasing!

Unlike the skill upgrade system, I imagined the affinity system is all automated. You don't upgrade double/triple techs. You learn them by using a certain party combination. Since these combos cost AP from all involved, i.e. if Rustek, Taraja and Stoic use a triple tech that costs 3 AP then thats a total cost of 9 AP across them all, they are sometimes not as practical to use as single skills. But certain situations might call for them. In general, I wanted combos to open up options that might not be available to a party normally.

I think most players will want to learn as many double/triple techs as they can. Part of the fun of having different party members that can be switched in/out is you can experiment with party dynamics and see what best suits the situation. Each party member has a unique element and role so some will have more aptitude in certain areas.

I actually had an idea while writing this. What if there is a party affinity meter that also goes up. But it only goes up as long as you are increasing your meters. So if a certain combination of actors is maxed out on their double/triple techs then it won't go up. You'll have to try a different combination. This meter can have party stat rewards. A big theme of World Remade will be forming bond between your party members, and the more you interact with all of them the stronger you become. So from a thematic standpoint this mechanic works as well.

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