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Battle system states, rare skills/conditions, etc...

author=LockeZ
The simpler way, which is just as effective, is to make enemies do things that the player has responses to.

Yes, this is what I'm doing.
author=Lockez
More complex or unusual examples will get the player thinking a little more...

The more layers you add, the more the player has to think instead of just react. The player needs to have reactions to all the enemy skills, but for those reactions to add meaningful tactics instead of just variety, they need to interfere with each-other, and some enemies need to have ways to limit the player's ability to react.

What kind of interference are we talking about here? Further detail in this area of discussion would be appreciated.

Battle system states, rare skills/conditions, etc...

author=RyaReisender
So yeah basically a "weather" system with randomly changing weather in random intervals on which the player needs to react.

Or call it "field effect" system, it's basically like in Alter AILA Genesis, except out of player control.

I'll take a look at that.

I just got a substantial PM on this topic, so I'd like to take skills off the table for now, and just look at "states" (specifically not the classic status effects) or combinations (specifically not math based).

Battle system states, rare skills/conditions, etc...

author=RyaReisender
I don't think how condition make each battle different, though? I mean even if you do it so that when a zombie is hit with fire it becomes a burning zombie and then it's weak to ice instead, it will only change that the player uses "fire -> ice -> fire -> ice" instead of "fire -> fire -> fire -> fire", but in the end each battle against the Zombie is the same again.


author=nogusielkt
I'm not sure you understand what I am going for here. The very thing I'm trying to avoid IS damage-types. There shouldn't be one skill that dominates an entire battle; finding out a zombie is weak to fire, and then using a bunch of fire isn't interesting. That's where the unique conditions come into play. The whole thing changes combat significantly.


One of the things that is an important component of this system is to take control over the conditions out of the players hands. From Lockez example, the character able to chain from fire to antipod, to delta and it's up to the enemy to interrupt that, which can cause frustration. Instead, I want the player to be taking advantage of things out of his control.

Battle system states, rare skills/conditions, etc...

author=RyaReisender
I don't think defining unique skills and conditions really is the solution to make unique and interesting battles. The whole battle system needs to be designed around the skills in the first place.

A simple system is always better because it's easier for players to understand. If you have 30 skills and all skills behave unique with no common damage type or anything, it will just force the player to try every single one on each monster to figure out what's best, I don't really think that leads to the goal.


I'm not sure you understand what I am going for here. The very thing I'm trying to avoid IS damage-types. There shouldn't be one skill that dominates an entire battle; finding out a zombie is weak to fire, and then using a bunch of fire isn't interesting. That's where the unique conditions come into play. The whole thing changes combat significantly.

author=Drakonais
I've been toying with a 1-2 skill idea. I have fire abilities that already do extra damage and an 'oil' state that slows enemies down.

If an enemy has the 'oil' state and is hit with a fire attack, however, the oil ignites and the attack hits all enemies on the field.

I'm still not sure if this has strategic value or is just a gimmick, still needs a lot of testing.


It has value, but only if the oil state is caused by the enemy himself. Too bad I don't think I have any machines in my game.

Battle system states, rare skills/conditions, etc...

I had considered limiting the amount of items you can use in a battle, but I'm not sure yet. The combinations would be naturally limited, so I'm not worried about them being overpowered if used every battle.

Battle system states, rare skills/conditions, etc...

I'm looking for examples or ideas for:

1) Character states (for example "in the air" state while jumping, or critically injured when down to 10% health and kneeling)
2) Combinations that produce new effects (for example, a one time heal effect combined with a haste effect could produce a regeneration effect), or combinations that create advantageous effects (for example, an effect that causes damage to enemy when they attack you combined with an effect to attract enemies to attack you more).

The purpose is to create a deeper combat mechanic environment.
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