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I have no idea if this is where I would post something like this, but here we go. Please move it if there is a better place for it.
So I had a potentially-awesome, yet also potentially-stupid idea of combining the following battle system concepts:
Press Turn System (circa Shin Megami Tensei III: Nocturne and beyond)
[*]Hitting an elemental weakness, or scoring a critical hit, earns you back one half-action
[*]Hitting an elemental resistance to any degree, or missing your attack, costs you an additional action on top of the one you consumed
Active Time System (circa Final Fantasy IV and beyond)
The end result of this union of concepts looks something like this. I call it...
Press Time System (I know, I'm not very creative with names. So sue me)
[*]Hitting an elemental resistance to any degree, or missing an attack, would cost you an additional half of the PTB you consumed
[*]Turn-denial statuses like Paralysis would prevent the PTB gauge from filling
I am unsure how I would even begin to implement something like this. I would wager that Yanfly's ATB plugin is a good starting point (despite no longer being supported by Yanfly
) for its amazing ability to wait for the player, but I would likely need a lot of Lunatic Mode by skill for what I have in mind. (It's not going into my current project, for sure -
I'm way too far into that one right now, so it's relegated to an idea for my next project)
What do you guys think about something like this? Does this battle system sound like it could work if implemented? Or has combining two functional battle system concepts with completely different strategic concerns unnecessarily overcomplicated things?
So I had a potentially-awesome, yet also potentially-stupid idea of combining the following battle system concepts:
Press Turn System (circa Shin Megami Tensei III: Nocturne and beyond)
- Your party and enemies alternate turns
- Each side gets a number of total actions depending on how many members that side has
You can pass a turn to an ally for the cost of half an action
- Half-actions are treated as full actions if only the half-action remains
[*]Hitting an elemental weakness, or scoring a critical hit, earns you back one half-action
[*]Hitting an elemental resistance to any degree, or missing your attack, costs you an additional action on top of the one you consumed
Hitting the enemy with an element they absorb or reflect would instantly give the enemy their part of the turn cycle
Active Time System (circa Final Fantasy IV and beyond)
- Each character has an ATB gauge that fills up over time from 0
The ATB gauge's fill rate depends on your AGI
- Each character only gets an action if and when their ATB gauge is full
- Each action consumes the whole ATB gauge, unless otherwise specified, assuming the system allows for that
- Turn-denial statuses like Paralysis prevent the ATB gauge from filling
The end result of this union of concepts looks something like this. I call it...
Press Time System (I know, I'm not very creative with names. So sue me)
- Each character would have an PTB gauge that fills up over time, starting at half-full
The PTB gauge's fill rate depends on your AGI
- Each action consumes half of the PTB gauge, rather than the whole thing
- Hitting an elemental weakness, or scoring a critical hit, would earn back half of the PTB you consumed
Having BOTH happen would earn back all of the PTB you consumed
[*]Hitting an elemental resistance to any degree, or missing an attack, would cost you an additional half of the PTB you consumed
Having BOTH happen would completely empty your PTB gauge
- Hitting the enemy with an element they absorb or reflect would instantly fill their PTB gauge to full
[*]Turn-denial statuses like Paralysis would prevent the PTB gauge from filling
I am unsure how I would even begin to implement something like this. I would wager that Yanfly's ATB plugin is a good starting point (despite no longer being supported by Yanfly
What do you guys think about something like this? Does this battle system sound like it could work if implemented? Or has combining two functional battle system concepts with completely different strategic concerns unnecessarily overcomplicated things?