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- Mar 3, 2015
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I'm shopping around for ideas for battle systems, because I'm tired of constant resource management. What do you feel is the general consensus on games that don't use a limited resource like MP for strong attacks? Do you feel it's too easy to just spam powerful attacks and win? Or in order for it to be balanced, do these stronger attacks have to be closer in strength to the normal attack?
I'm personally fond of the Bravely Default system. It uses conditions to determine whether you can do an attack (i.e. you must use an item 10 times before you can do a dagger special attack), which is a refreshing break from constantly juggling MP. Of course, MP also exists in Bravely Default, but so far I've never run out, because I use it almost solely for buffs and healing. It's a secondary resource, in other words, instead of the whole basis for strong attacks.
What are some other good examples of this convention?
I'm personally fond of the Bravely Default system. It uses conditions to determine whether you can do an attack (i.e. you must use an item 10 times before you can do a dagger special attack), which is a refreshing break from constantly juggling MP. Of course, MP also exists in Bravely Default, but so far I've never run out, because I use it almost solely for buffs and healing. It's a secondary resource, in other words, instead of the whole basis for strong attacks.
What are some other good examples of this convention?


