Alternative combat mechanic ideas?

Hedge

Warper
Member
Joined
Jan 23, 2015
Messages
4
Reaction score
0
First Language
Hungarian
Primarily Uses
I'm still only learning RPGMaker but I have a project in mind and I wanted to ask you for some feedback and ideas.

I'd like to make a game in which the protagonists are not just a small party of adventurers but leaders of an army. Obviously, the standard sideview battle won't work with this theme. I have 2 alternative ideas in mind.

First is to make a tactical battle system, probably using Gubid's engine. The problem with this is that as far as I know, this engine only represents your player characters on the tactical map, while I would need regular units too, so that's an issue.

The other idea is to have no visualized combat at all, only a dialogue detailing the situation, and presenting the player with tactical options. Based on the choice of the player, strength of army, skills of leaders and a random factor, a result would be calculated (outcome, losses, etc).

So, what do you think?
 

jonthefox

Veteran
Veteran
Joined
Jan 3, 2015
Messages
1,432
Reaction score
594
Primarily Uses
I've thought about this before ,and I think it has potential if done well.  

I think if your game is story-based, then the dialogue method could work well.   But it sounds like if you want to use such a system, your game will be tactics-based; the fun of the game springs from tactical decisions and being the general of an army.  In this case, I think you should still use "battles."  You could have different "party members" represent different battalions or cohorts of an army type...i.e. light infantry, heavy infantry, light cavalry, heavy cavalry, etc...  You might consider having your main character not being able to directly attack enemy units, but use skills that buff your armies or provide tactical benefits or trade-offs.     I know you probably considered much of this already.  Good luck.
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,624
Reaction score
5,104
First Language
English
Primarily Uses
RMVXA
I would recommend handling the combat through events on a map (whether it's the map you're already on, or a separate "battle map", is up to you), and show the troops battling it out, fighting, and falling based on the player's decisions (and whatever random/stat-based processing you want to do behind the scenes).  Think of it almost like a huge LARP.
 

Hedge

Warper
Member
Joined
Jan 23, 2015
Messages
4
Reaction score
0
First Language
Hungarian
Primarily Uses
I like that and it would be cool to implement it. I'd think of something like the old DOS game Centurion: you give your orders at the beginning of the battle and see it unfold (and maybe also have some options at crucial moments during the battle).

Would it be difficult to do this in RPGmaker?
 

Nirwanda

Procrastimancer
Veteran
Joined
Nov 2, 2012
Messages
1,285
Reaction score
604
First Language
Spanish
Primarily Uses
RMMV
An alternative is what some strategy JRPGS have done having each unit represent a small army. For example Yggdra Union, Tactics Ogre or Laevantein Tactics.

It's pretty fun, and also lends itself to a variety of gameplay elements, all three of this games are radically different, if you care enough to look them up. Of course, it'll require some creative use of the program (or scripting) to pull this off, but a game with such an unique approach would definitely be great.
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,624
Reaction score
5,104
First Language
English
Primarily Uses
RMVXA
I like that and it would be cool to implement it. I'd think of something like the old DOS game Centurion: you give your orders at the beginning of the battle and see it unfold (and maybe also have some options at crucial moments during the battle).

Would it be difficult to do this in RPGmaker?
Time-consuming yes, difficult no.
 

whitesphere

Veteran
Veteran
Joined
Mar 14, 2014
Messages
1,688
Reaction score
784
First Language
English
The Civilization games do the same thing, with showing a single "Tank" unit which represents an entire battalion of tanks.

So I think it's reasonable to have a single player "unit" represent an entire military unit.  If I were doing that, I might use one of the battle-on-map ABS scripts, because in strategic combat games, the terrain is always a factor, such as "Calvary isn't effective in swamps"  Not sure if the ABS scripts can include terrain as a combat modifier, but that seems to be the right idea.

Or, use another combat script but still include the terrain (identified by Terrain ID or by Region ID) as a major combat factor.
 

Eschaton

Hack Fraud
Veteran
Joined
Mar 4, 2013
Messages
2,029
Reaction score
532
First Language
English
Primarily Uses
N/A
It's not finished, but you could give GTBS a shot if you are interested in strategic gameplay and managing an "army."

If you want to go for something simpler, Tsukihime's party manager sets up the framework to switch parties in a manner similar to Final Fantasy VI.
 

Hedge

Warper
Member
Joined
Jan 23, 2015
Messages
4
Reaction score
0
First Language
Hungarian
Primarily Uses
It's not finished, but you could give GTBS a shot if you are interested in strategic gameplay and managing an "army."

If you want to go for something simpler, Tsukihime's party manager sets up the framework to switch parties in a manner similar to Final Fantasy VI.
Thanks, I already knew of Gubid's engine, and it was already a candidate.

The other one looks really useful though, if I can make it work with overland-map-combat.
 

Eschaton

Hack Fraud
Veteran
Joined
Mar 4, 2013
Messages
2,029
Reaction score
532
First Language
English
Primarily Uses
N/A
If you're going to do combat on the map, you can try Victor's Map Turn Battle or Falcao's ABS.  The former requires a lot of other Victor scripts and precludes movement.  The latter uses too many buttons for my taste.
 

Hedge

Warper
Member
Joined
Jan 23, 2015
Messages
4
Reaction score
0
First Language
Hungarian
Primarily Uses
If you're going to do combat on the map, you can try Victor's Map Turn Battle or Falcao's ABS.  The former requires a lot of other Victor scripts and precludes movement.  The latter uses too many buttons for my taste.
Thanks Eschaton, I've checked them and Falcao's system gave me an idea.

What if I made the game work like a real-time action-rpg, but with the avatar of the player representing an entire army, and every enemy also representing a group of hostiles?

When the player gets hit, he loses troops (=HP).

Special attacks represent advanced tactics the player may learn.

Weapons may be switched to "Troop types".

Etc.

I don't think this is a concept that has been attempted before, though please correct me if I am mistaken.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,018
Members
137,563
Latest member
MinyakaAeon
Top