A Unique Battle System?

Nutty171

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So I want to make battles unique but using the default battle interface. So here are my two ideas, sort of an and/or thing. I'm open to anything else that you might think of.

1) The player uses AP (adrenaline points) to fight. The default attack is very weak. AP are plentiful and you restore one or two every turn.

2) In the world of my game (maybe), you can't just revive a dead person. That would mean population kaboom. Once somebody's dead, he's dead. So what happens when somebody's HP reaches 0? He passes out. He can't move, but his HP is "restored" to 50%. Enemies will still attack him too. If his HP reaches 0 again, he's dead. Game over. But if it's restored back to "max", he's revitalized with 1 HP. I like this idea a lot, just sayin'.

Those are my ideas, what do you think? I'd like to see your ideas.
P.S. I'm considering using a more simple battle system with lower numbers. Edit: YeeeeeeaNO. Changed my mind on this one. (Not that anybody's going to notice. :p)
 
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HexMozart88

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These are actually really cool ideas. I like them. If you want some ideas, here's what I'm doing for a battle system. It'll be pretty much Minesweeper, but the bombs are enemy units. If you flag all of them, it's your turn to attack. If one of them "explodes" it means they've found you and that unit attacks you.
I'm also doing a tower defense, but one of your stats is "charm" which determines how well you control your units.
There is also an RTS system I'm planning on which has it where you'd get a row of enemies, each with a different symbol, and you have to find a spell that has a symbol more powerful than all of theirs. Any one's you lose to deal you damage, and any you tie with gets you into a brief duel.
So pretty much, the common denominator in all of those is, I looked at other games which had different battle systems, and tried to see what made them stand out. Usually it has something to do with changing stat names or adding an extra component. For me, I generally prefer faster battle systems that rely a little bit less on planning and more on pure button mashing. Or games that reward you for planning by allowing for fast moving stuff afterwards. But it all depends on the kind of thing you generally enjoy. Take that and then make some changes that'll make it your own.
 

Basileus

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This isn't really a "battle system", it's just a couple of mechanics that might be used within a battle system.

1. How is AP in any way different than MP? If AP is just a resource that gates the use of skills then calling it a different name doesn't make it a unique mechanic. MP can also be plentiful and regenerate each turn. Unless the resource itself actually does something unique then it's just MP by a different name.

2. Perma-death is also a somewhat common mechanic. It's actually a central mechanic to the Fire Emblem series and most Roguelikes. It can definitely work, but this means you will need a VERY large playable roster. Or your game is very short and/or easy to restart after your party gets wiped out.

A "unique" battle system is okay, but an effective battle system will always be better. The number one thing you need to consider for each and every mechanic in your game is what you want the player to do/feel. Deciding on a few mechanics without considering how they work within the whole project is putting the cart before the horse.

What does combat mean in your game? Are combat encounters supposed to be very short or very long? How deadly is combat overall? If combat is deadly what makes it so deadly? How do player and enemy skills interact to make fun and engaging gameplay?

What does your game want to make players feel? Is combat supposed to be scary and avoided if at all possible, or is combat supposed to make the player feel good and make them want to seek out combat encounters? How does combat tie into the story and themes of your game?

Once you know what the goal of your game is and plan out fun gameplay for the player to achieve that goal, then you will have a framework you can use to see if any given mechanic fits into the game or if it is something that won't work with the core gameplay and themes you are basing the game around.
 

Arithmetician

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@Nutty171 AP sounds like it could be mechanically similar to Brave Points (BP) in Bravely Default. You might wish to research this title if you want ideas on how to balance it in your game. That being said, a key difference in Bravely Default is that you can act multiple times if you have enough BP, though you have to skip turns if your BP goes so far negative that your regeneration of 1 BP/turn doesn't bring you out of the negatives.

So really, I suppose it's the fact that your idea of AP regenerates like BP that brought Bravely Default to my mind. And of course, some skills took more than 1 BP in that game too.
 

Nutty171

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@HexMozart88 Looks like I didn't make it clear enough that I want to still use the default engine. Oops.

@Basileus 1. Of course changing the name of it doesn't make a difference, I understand that. And the main idea for it is simply to have the AP very plentiful, I guess I could say that it would be somewhat similar to the PP system in Pokémon. Without them, you can do practically nothing.
2. I guess I didn't make this clear enough either then. When a person dies, you get a game over, because each party member is very important to the plot, and without all of them together, the bad guy wins.
Okay, about the combat in my game. It's basically that the world is dangerous and monsters are everywhere. Yeah. That's the best I can really do. And making it fun to play and making battles not something to be avoided... I have no ideas for this. I do really need help for this part. The only games I can think of off the top of my head that have battling something that you want to do is because battling is fun. I honestly don't know how to do that.

@Arithmetician Yeah, about that, I was thinking more about how they're "Adrenaline Points", and so I decided that getting hit gives you AP, not just standing around.

Honestly, the way I laid this out, all of ya's have to read the whole thing to understand what I'm saying perfectly. :/ Sorry 'bout that.
 

Wavelength

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2) In the world of my game (maybe), you can't just revive a dead person. That would mean population kaboom. Once somebody's dead, he's dead. So what happens when somebody's HP reaches 0? He passes out. He can't move, but his HP is "restored" to 50%. Enemies will still attack him too. If his HP reaches 0 again, he's dead. Game over. But if it's restored back to "max", he's revitalized with 1 HP. I like this idea a lot, just sayin'.
I think this is going to be a disaster. Using the regular HP gauge to represent how "damaged" a knocked-out ally is will be really confusing. And even more importantly, "reviving" them to 1 HP by putting a lot of effort into healing them to max is just going to get them KO'ed again the next turn. This will infuriate your player.

A much better system would be to have "negative HP" that flows continuously from regular HP. So for example, if a character has 130 out of 200 HP, and they take 165 damage, now they are knocked out and they have -35 HP. If you can restore their HP back above 0, they are revitalized and can keep fighting. If their HP reaches -200, they are "dead" and it's Game Over (or if your game allows Permadeath they are removed from your party forever). Maybe monsters can even revitalize each other this way.

Additionally, I want to point out that "realism" on its own is never a good reason to add a mechanic. So if you think your battle system is more fun or strategic by having this "knockout" phase (and by handing the player a game over just because one of their characters got mauled), that's a good reason to add it, but "you can't bring a person back from the dead" is not. Make sure you are designing an enjoyable experience for your player, first and foremost.

Having AP that grows every turn in battle sounds good, but watch carefully what your players do with it. If it means they're using the same 1AP skill every single turn, that's almost as bad as having them mash "Attack". And if they are too incentivized to save up for expensive skills, it means they're gonna be stuck using the weak Attack or the Guard command most turns, which could mean too-slow pacing. There's no one magic bullet to answer these concerns, but mechanics like cooldowns, conditional skills ("does double damage if this condition is true"), and high ratios of damage to max life (so that it only takes a few hits to kill or be killed) are often helpful.
 

Basileus

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@Nutty171

......Uuuuuuuum...so you're saying that if any single party member dies - ever - then it's immediate Game Over?

No "Phoenix Down" type revival items? No resurrection spells? If even one party dies in battle it is instant Game Over?

Even with a "bleed out" phase this is very, very, VERY dicey. Perma-death is not something that should EVER be done lightly, especially not just for the sake of "realism". It is a very heavy mechanic that the entire game must be built around in order to carry said mechanic as a fun experience and not be dragged down by how horrible it can feel.

Fire Emblem can get away with perma-death because there are dozens and playable units you can bring to battle and a major part of the intended player experience is growing attached the them through plot events and character-specific Support conversations, which causes the player to want to do whatever they can to keep all of their units alive instead of cheesing the battles with suicide tactics. This serves not only to encourage the player to actually consider their tactics in battle, but also drives home the game's central message about the human cost of going to war. For this reason, while all characters are permanently killed if they fall in battle, you only get a Game Over if one of the protagonist "lord" characters dies. Only the handful of "lord" characters are truly important to the conflict, which also lets the central message sink in when the player must press on after losing someone - who probably got their own unique last words referencing their backstory, desires, or relationships with other characters.

Final Fantasy XIII and Persona 4 do the instant Game Over thing, but only if the main character dies. Which is extra confusing as both games have revival items that can get your party members back up and party members can use these items on each other if needed. FF XIII is an especially bad case as the player cannot actually control which party member is the lead unit until partway through disc 3 because the plot splits them up and constantly shuffles between them - even switching between characters that are traveling together. This means your squishy mage kid characters will be in the lead at least as much as your tanky Sentinals...then consider that Lightning (the main character) is also kind of a glass cannon and all balance seems to be thrown out the window. Persona 4 gets slightly more slack because the instant Game Over only ever applies to the protagonist so it is consistent through the entire game...and because the game is made by Atlus who are known to be sadists that enjoy the tears of their players. It still feels like utter BS to Game Over due to a single lucky critical hit, but it's pretty easy to counter it by focusing all of your money and effort upgrading the protagonist's weapons, armor, and Persona to make sure his stats are plenty high.
 

Nutty171

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You two definitely bring up very good points, and I may reconsider this decision. As somebody who saves frequently in games, I usually think of a Game Over as not a big deal at all. If I do incorporate this system, I will definitely use the Wavelength's suggestion. To be honest, I don't know what gave me this idea. It wasn't for the sake of "realism" probably, because I thought of that as I was typing the post. One thing that might contribute to it is this: whenever a party member gets knocked out in other games, you just use your revive on him, only losing one action from one person. And you almost always have the ability to revive. Your revival item stock is basically a second HP meter. But, then again, my system wouldn't help that much, because you could just spam your high-powered potions on the knocked out people.

WHAT IF I make it to where party members cannot be revived in battle, but can be revived outside of battle? (And not use the whole perma-death thing)

@Wavelength As for AP... you got me. Due to the high max AP that you get, and the relatively low AP cost for attacks, practically none of the skills will take more than a quarter of your max AP, even. The way you put it, I assume that you mean something like, "people will use their weaker attacks so that they can build up AP so that they can use their more powerful attacks in the same battle or one that is coming up soon." Something in my game that might remedy that is the display of enemy HP bars. So you can see almost exactly how much damage your mid-powered attacks do (they don't display the actual values, just a bar), and the powerful attacks would overkill most of the normal enemies. And if your worried about somebody irrationally only using the low-AP attacks, that's just bad strategizing. Anybody could just guard every single turn in any game, right? In that case, it's the player's fault and he can't really complain that the pacing is terrible. Of course I understand that it is always best to optimize the game to "guide" players into making the right decisions, and I'm not saying that it doesn't matter how slow the battles system is. I do tend to exaggerate.

I need to try to not make walls of text. :/ Sorry about that.

EDIT: I finally got my battle with the AP working, and it turns out that, coupled with the fast paced battles that Yanfly's battle core allows, managing my AP is somehow very fun! Yay!
 
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bgillisp

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No revive in battle can work. I actually used to have that as a restriction in my battle arena in my game. Eventually removed it as it made it too close to impossible to clear, but I think if you balance the entire game around it and avoid the cheap shot KO it can work. My only concern is battles might turn into a pray to the RNGoddess as if you give any enemy a hit 4 random enemy skill, and all 4 hit the same target they might have no chance.

In fact, I remember one game did this, and it made me want to throw my 3DS out the window. I still think whomever designed that final fight in Shim Megami Strange Journey needs to get their head examined. NEVER put an hit 8 random target skill and then have the MC being KO'd be game over in the same game. All it takes is all 8 hits to hit the same target and game over. So make sure you avoid situations like this, else your game will be known for raising everyone's blood pressure instead of being known for fun.
 

Nutty171

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I was using my battle system, and I encountered a problem. So I have two actors, but thanks to the RNGoddess you mentioned, the enemies mostly attack Actor B. So, since being attacked gets you AP, Actor A is sitting there running out of AP. Any ideas?
 

Wavelength

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If I do incorporate this system, I will definitely use the Wavelength's suggestion.
Good to hear! :thumbsup-left: :D :thumbsup-right: In general, you want to design your mechanics so that they are intuitive (from a game and interface standpoint, not just a realism standpoint), and you want to avoid creating situations that frustrate your player. I think this smoother "minus HP" system, always using 0 as the breakpoint for incapacitation, would accomplish both. I forgot to mention in my last post that I've played a game that actually does this - I think it was Phantom Brave? Definitely one of the NIS games.

One thing that might contribute to it is this: whenever a party member gets knocked out in other games, you just use your revive on him, only losing one action from one person. And you almost always have the ability to revive. Your revival item stock is basically a second HP meter. But, then again, my system wouldn't help that much, because you could just spam your high-powered potions on the knocked out people.
I totally agree with you that this is a problem in many RPGs! It's dumb to make it this easy to recover from "death" (or KO or whatever) without a hefty penalty. The whole thing just becomes a slugfest/grind, with no real goal besides "hope that when it rains it doesn't pour". Easy revives also force designers to create overpowered foes that can two-shot you or even one-shot you in order to create any semblance of challenge.

WHAT IF I make it to where party members cannot be revived in battle, but can be revived outside of battle? (And not use the whole perma-death thing)
That's a good idea. I actually do something similar in most of my games - I either make it impossible to revive characters in combat (once they fall, you have to try to win without them), or I make revive items extremely rare/expensive (to the point where you'll only come into possession of a couple dozen throughout the entire game) so that they can only be used as trump cards - and then I automatically revive any KO'ed character to 1 HP at the end of battle.

Making it easier to revive an ally, but introducing a hefty penalty for doing so, can also create fair and interesting battle dynamics. For example, in Guild Wars when you are revived you get a 15% penalty to all of your stats each time you are revived, stacking up to 60%, which is only removed once you leave the dungeon - I think this is fine.

@WavelengthAnd if your worried about somebody irrationally only using the low-AP attacks, that's just bad strategizing. Anybody could just guard every single turn in any game, right? In that case, it's the player's fault and he can't really complain that the pacing is terrible. Of course I understand that it is always best to optimize the game to "guide" players into making the right decisions, and I'm not saying that it doesn't matter how slow the battles system is. I do tend to exaggerate.[/QUOTE]

I'm less worried that players will latch onto bad strategies (it's on them, not on you), and more worried that your good strategies might not be real fun. It's good that you have AP attacks at different levels, and even better that you give players a reason to use mid-level attacks by showing enemy HP bars (so they can take out an enemy if they have a strong enough attack). Consider, though, the player is on turn two of a normal battle, one where the most efficient move is to save up AP for their strong skills that target all enemies. What are they going to do this turn - and on turns 3, 4, and 5 until they have enough AP to launch their super-attack on Turn 6? Probably use their standard (very weak) basic attack, or guard the whole time, right?

This is actually a problem that I'm dealing with in one of the battle systems I'm designing right now (where it also pays to save up resources over time), and I haven't come up with a great solution yet. My current line of thinking is that the best way to counteract this boredom is to make the accumulation of resources more interesting and interactive. Perhaps defeating an enemy gives the character who scored the last hit an AP boost; perhaps things like being attacked while Guarding give characters an AP boost and the player has ways to influence who gets attacked. Now the player has more interesting ways to gain AP besides "wait until it accumulates", and they still get to experience their high moment on turn 6 but the lead-up in those first five turns is a lot more engaging. (This is also a good solution for your problem where Actor A can't accumulate AP because only Actor B is being attacked.)

I need to try to not make walls of text. :/ Sorry about that.
I don't get to criticize anyone for this. :stare:

In fact, I remember one game did this, and it made me want to throw my 3DS out the window. I still think whomever designed that final fight in Shim Megami Strange Journey needs to get their head examined. NEVER put an hit 8 random target skill and then have the MC being KO'd be game over in the same game. All it takes is all 8 hits to hit the same target and game over. So make sure you avoid situations like this, else your game will be known for raising everyone's blood pressure instead of being known for fun.
With a very few exceptions, I always design "X random hits" skills so that they can only hit each target once. Any further hits on the same target are ignored. These skills seem literally impossible to balance otherwise.

I suppose League of Legends does something similar where each hit on the same target beyond the first will do some small fraction of the original damage (for example, if the fraction is 20% then a target that takes one hit will take 100 damage, a target that takes four hits will take a total of 160 damage, and a target that gets hit all eight times will take 240 damage). That seems reasonable as well.

Also, remember that Atlus loves making you cry.
 

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Still doesn't make it good design though.
Certainly doesn't! Some of their mechanics piss me off, especially the "main character KO = Game Over" thing. But lots of Atlus fans claim they enjoy Atlas games' "high difficulty" (IS THAT WHAT YOU'RE CALLING OHKO'S NOW FATLUS FANS!!) in a masochistic way.

I guess if your player base enjoys something, it's not necessarily bad design - even if it could be done better.
 
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Nutty171

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But there is a problem with the whole minus HP thing. When a player sees his HP go negative, he'll think something along the lines of, "Oh, that's an interesting mechanic. So the more I let him get beat up, the more potions it takes to revive him?" And then his HP will get to -200 (max HP at level 1 is 200) and he'll get a game over, and he'll be very very mad. I can't think of a way to get the message across to the player without absolutely shattering the fourth wall. Oh, and it requires scripting, which I... well... wouldn't be able to do to save my life.

No revival in battle is probably the system I will go for, but I might indeed make some super rare revival items that you can use in battle...

Guarding give characters an AP boost
That's a good idea! But one teensy problem. How would I let the player know that guarding will give them an AP boost?

Also this AP thing adds an interesting layer of strategy that I didn't notice before. You get AP from being attacked, okay? So you might maybe want to keep the enemies on the battlefield and distribute your attacks among them so that you have more enemies attacking you, which means more AP for you. Just a thought. I don't think it would be a very viable strategy, though.

And again, for having a move that draws enemy attacks to you, I'd have to script. (But I'm pretty sure there's probably a plugin or tutorial for that somewhere already)
 

Wavelength

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But there is a problem with the whole minus HP thing. When a player sees his HP go negative, he'll think something along the lines of, "Oh, that's an interesting mechanic. So the more I let him get beat up, the more potions it takes to revive him?" And then his HP will get to -200 (max HP at level 1 is 200) and he'll get a game over, and he'll be very very mad. I can't think of a way to get the message across to the player without absolutely shattering the fourth wall. Oh, and it requires scripting, which I... well... wouldn't be able to do to save my life.
You simply have the gauge "end" at 200 HP. So if they're at -140 it will look like this:

|===|==========|================| Harold -140 / 200 HP

The red bar stretches most of the way to the left side of the bar; if it reaches all the way, that's game over. The player might not know the first time this will happen if you don't tell them (and you should tell them), but they will definitely have the sense that something bad will happen if the bar reaches all the way to the left side. Something bad always happens when a meter fully runs out.

That's a good idea! But one teensy problem. How would I let the player know that guarding will give them an AP boost?
Easy. Have a popup "+3AP" over their head when they gain AP in this way, and use a sound stinger as well to draw the player's attention. Also, mention different common ways of gaining AP in your battle tutorial (and in your game's instruction manual, if there is one).

Also this AP thing adds an interesting layer of strategy that I didn't notice before. You get AP from being attacked, okay? So you might maybe want to keep the enemies on the battlefield and distribute your attacks among them so that you have more enemies attacking you, which means more AP for you. Just a thought. I don't think it would be a very viable strategy, though.
Depending on the numbers you set up, yes, it's possible players could turn weakened enemies into AP engines, which is kind of cool. Beat down the other enemies while the weak ones hit you... and then use the AP you gained to wipe out the whole troop with a big attack. :)

And again, for having a move that draws enemy attacks to you, I'd have to script. (But I'm pretty sure there's probably a plugin or tutorial for that somewhere already)
There are several "Taunt" plugins and the like out there, but you could do a lot of this just by adjusting the team's TGR (target rates) which is a default feature of most RPG Makers.
 

Nutty171

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You simply have the gauge "end" at 200 HP. So if they're at -140 it will look like this:

|===|==========|================| Harold -140 / 200 HP

The red bar stretches most of the way to the left side of the bar; if it reaches all the way, that's game over. The player might not know the first time this will happen if you don't tell them (and you should tell them), but they will definitely have the sense that something bad will happen if the bar reaches all the way to the left side. Something bad always happens when a meter fully runs out.
You know what? I'll just use the no-reviving-in-battle system. :p

Easy. Have a popup "+3AP" over their head when they gain AP in this way, and use a sound stinger as well to draw the player's attention. Also, mention different common ways of gaining AP in your battle tutorial (and in your game's instruction manual, if there is one).
I do have a popup/sound effect whenever you gain AP, but how would you know that guard could be that useful before you use it? You'd just see "guard" as an option and just assume it raises your defense for a turn. But ah, the battle tutorial! Honestly, I never even thought of having a battle tutorial. Maybe I could do something about that.
 

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