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The Castlevania Dungeon Forums => Hardcore Gaming 101 => Topic started by: KaZudra on January 14, 2019, 09:34:31 PM

Title: A Concept of an interesting approach to turn based combat.
Post by: KaZudra on January 14, 2019, 09:34:31 PM
Here's an explanation; the rinse, repeat, grind structure of turn based JRPG's don't seem to fit my fancy any more... I've brainstormed for months what I would think would be a fun refreshing approach, but I do need some help putting paper into code to see IF it's actually fun or just a cool concept.

The Battle system in mind is a more involved one, where experience is earned by actions rather than defeat; Grinding on the same enemy using the same weakness approach will eventually earn nothing as nothing is being learned (that's the logic, at least).

The actual battle is somewhere between a point and click puzzle on a VATS interface; Essentially every enemy is a puzzle, which the weakness and strengths vary in exploit-ability. Example; A fire Mech can be forced to melt down if you spam fire attacks, or you could use an ice attack to null the fire... but it would run faster. Another Example; An enemy is overpowering but can be exploited into power attacks and a simple dodge and counter attack would make quick work of it.

You'll have 3 options; A marksman who's specialty is ranged attacks and counter attacks, A Swordsman who's specialty is Rush attacks and defense, and a Mage, who's specialty is magic.
Formations and approach is the key to victory, and your killer weapon is your(yes you, the player) wits.

I Know it's not going to be simple, but What do you guys think?
Title: Re: A Concept of an interesting approach to turn based combat.
Post by: X on January 15, 2019, 11:05:30 AM
Nothing is ever easy, but I say get your feet wet and see what you can come up with  8)

The only time I saw a JRPG that broke the mold was FF2 for the Famicom. In that game you didn't earn EXP by finishing the battle. You instead up-ed your skill sets by attacking the opposition. Physical damage raised your attack skills while magical attacks raised your magical abilities, etc. Heck you could even up your skills by attacking your own party members, lol. But you would have to move on to the next set of stronger enemies in order to earn higher skill points.
Title: Re: A Concept of an interesting approach to turn based combat.
Post by: Inccubus on January 18, 2019, 12:08:35 AM
I was going to mention FFTactics, but that isn' a JRPG.
FF2 is a better example. To a lesser degree that system was also used in Secret of Mana for spell proficiency.

I have always thought that a more refined version of FF2's system would make for a much more enjoyable experience than the wash-rinse-repeat most JRPGs have.

Also, I think Octopath Traveler might have some interesting ideas hidden away in it as well, but I haven't played it myself.