- Joined
- Jun 3, 2016
- Messages
- 26
- Reaction score
- 3
- First Language
- English
- Primarily Uses
I'm sure a lot of you thought of Persona with that title, but what I'm looking for is more along the lines of what Trails of Cold Steel did. Sure you had links with party members that strengthened with interaction, but the bonds could be VERY slowly strengthened by fighting alongside party members, and everyone had links to every other member, not just the protagonist (kinda like Xenoblade's bond system).
I'm sure you noticed the "Link Ability" lists in these images, and that's another major aspect of the system I'd like. In ToCS, these bonds were tied into an actual link system in combat, where you could connect two people and have them help each other based on their bond strength. For example, Link Attack, where a linked character has a chance of doing a follow up attack if their partner staggers an enemy. And of course, the stronger the bond, the more actions a linked pair can do like that. This is the main reason I want to emulate this system in particular.
(Above: example of combat linked characters)
(Below: example of Link Attack activating)
With all that said, I'll try to break it down to the system I'm looking for.
I'm sure you noticed the "Link Ability" lists in these images, and that's another major aspect of the system I'd like. In ToCS, these bonds were tied into an actual link system in combat, where you could connect two people and have them help each other based on their bond strength. For example, Link Attack, where a linked character has a chance of doing a follow up attack if their partner staggers an enemy. And of course, the stronger the bond, the more actions a linked pair can do like that. This is the main reason I want to emulate this system in particular.
(Above: example of combat linked characters)
(Below: example of Link Attack activating)
With all that said, I'll try to break it down to the system I'm looking for.
- A bond system where every party member has a bond with every other member.
- A way for each member to link and put focus on a specific bond (If A focus B, then B must also focus A. Should either choose a different bond to focus, the other stops as well. Should A focus C, who's focused on D, C will then focus A, and D will delink.)
- A way to incorporate these bonds into combat, preferably by having linked partners back each other up during battle actions.
- An experience system so players can build up bond exp in combat. (Preferably the default bond exp should be set low; it should be an option, not necessarily the best one)

