- Joined
- Dec 4, 2015
- Messages
- 330
- Reaction score
- 1,049
- First Language
- English
- Primarily Uses
- RMMV
UPDATE: I'll continue to add my ideas to this first post so its easier to use as reference for anybody that wishes. If you are willing to give me permission to add your ideas as well, send me a PM and I'll do so.
Last update: 12/9/2015
Since the days of browsing RM2K boards and websites, I've seen endless discussions and topics on how to make battles interesting. Curiously, (though perhaps understandably), most of these discussions focus on the player's point of view, including things from class balance, skill balance, to status-granting weapons/items, etc.
But regardless of what the players can or cannot do with their characters, that only makes up half of the battle gameplay experience.
What about enemy/encounter mechanics?
Here are some ideas I'm looking to implement in my game. Inspirations stem from both console single-player RPGs and MMOs.
I'm hoping that this can help generate even more ideas that we can all benefit from to make our games better.
---
1. "Targeted" Mechanic
---
2. "Damage Share" Mechanic
---
3. "Energy Diffusion" Mechanic
How it plays:
Enemy Turn N - Enemy casts "Focusing Energy" skill that adds 10 stacks of "Energy" buffs to itself.
Players have X number of turns before Enemy uses "Unleash Energy" attack that does damage corresponding to how many stacks of the "Energy" buff the enemy has at the time of casting.
For every Y amount of damage dealt to the Enemy, one stack of "Energy" buff is lost.
How it works:
A straight-forward "DPS Check" mechanic implemented into the traditional framework. This can cause a sense of urgency and make players consider unleashing special attacks that they've been saving, or to hold off from healing and use their Healer to contribute to dealing damage.
---
4. "Pain Outbreak" Mechanic - Corrected 12/9/2015 - Thanks to lilyWhite for pointing out the mistake
---
5. "Advanced Self-Destruct" Mechanic - Added 12/9/2015
How it plays:
(All numbers used for illustrative purposes; replace as you see fit)
Upon dipping below 50% HP, the enemy starts a 2-turn countdown to use a Self-Destruct attack that deals damage equal to whatever HP it has left at the time of cast. Nothing new so far. But, if the enemy is killed during the countdown, it revives and gains full health (or 49%, if you want to be really nasty) over and over again. The only way to actually "kill" this enemy is to let it successfully Self-Destruct. This could be used for a zombie version of the Bomb family of enemies in the Final Fantasy franchise.
How it works:
This puts a new spin on how players will need to deal with self-destructive enemies. Instead of just burning them down as quickly as possible, players now have to be cautious and deal the "right" amount of damage. (with "right" being different for each player. Some might not mind the healing required afterwards as long as they are not wiped out. However, if this was implemented in a boss fight, where these self-destructing mobs spawn after X turns in multiple numbers and the boss hits hard, then you really challenge players to control quickly and effectively their damage output)
---
6. "Lightning" Mechanic - Added 12/9/2015
How it plays:
Lots of pseudo-science fantasy here, feel free to replace with concepts you find more fitting.
There are 3 enemies for this mechanic: "Proton Cloud" "Electron Cloud", and Boss. Set the two "clouds" to be invulnerable, so they always persist... or not...
During the end of every turn (this is important), "Proton Cloud" will randomly target one actor and inflict "Proton" state. There is no other effect for this skill. Similarly, the "Electron Cloud" will randomly target one actor and inflict "Electron" state. Also no-damage.
In addition to having actors randomly targeted every turn, the players can choose to have the state they want by attacking the respective Cloud (they will be hit with a no-damage counter that puts them in the state.) Therefore, if you want to get the "Proton" state or you want to replace "Electron" with "Proton", you just need to use your turn to attack "Proton Cloud".
If you're wondering why I'm calling this the "Lightning" mechanic, here's why:
At certain turns, with the possibility of consecutive turns, the Boss will use either "Hyper Proton Emission" or "Hyper Electron Emission". These attacks will deal critical damage to characters with the opposite state, while doing very little to characters with the same state.
How it works:
Players are put in a situation where they need to evaluate their risks every turn due to the randomness involved with which characters, and how many, are currently afflicted with "Proton" and "Electron". One strategy might be to always ensure that half the party has one, which the other half has the other, but depending on the party configuration and healers, having a 1:3 setup might also work. Or, if the player feels that instead of spending valuable character turns to attack the Clouds, they can burn the boss down fast enough, they could opt to do that as well.
---
Feel free to comment, and also share your ideas if this sparked any inspiration! We have thousands of States we can define in RM, I think its a wasted opportunity if we limit ourselves to the traditional handful of "Poison", "Silence", "Sleep", "Confusion", etc.
Thanks for reading! =)
Last update: 12/9/2015
Since the days of browsing RM2K boards and websites, I've seen endless discussions and topics on how to make battles interesting. Curiously, (though perhaps understandably), most of these discussions focus on the player's point of view, including things from class balance, skill balance, to status-granting weapons/items, etc.
But regardless of what the players can or cannot do with their characters, that only makes up half of the battle gameplay experience.
What about enemy/encounter mechanics?
Here are some ideas I'm looking to implement in my game. Inspirations stem from both console single-player RPGs and MMOs.
I'm hoping that this can help generate even more ideas that we can all benefit from to make our games better.
---
1. "Targeted" Mechanic
How it plays:
Enemy Turn N - Enemy randomly targets 1 ~ 2 party members and afflicts them with "Targeted" status.
Player Turn N+1 - The non-targeted characters gain temporary access to the command "Cover" that can be used on one ally to change the "Targeted" status to "Covered" status.
Enemy Turn N+1 - Enemy will use target-all attack that deals 400% base damage to anyone with "Targeted" status, and 100% damage to anything without any status, and 75% damage to anyone with "Covered" status.
How it works:
Adds depth to the encounter because it forces players to make decisions that breaks from the routine of their favorite battle routine (be it spam Attack or whatever). Its presents a tactically interesting problem because if the tank was the one hit with "Targeted", and the player knows that they can withstand the attack, they could opt to ignore the mechanic to dish out more damage.
Enemy Turn N - Enemy randomly targets 1 ~ 2 party members and afflicts them with "Targeted" status.
Player Turn N+1 - The non-targeted characters gain temporary access to the command "Cover" that can be used on one ally to change the "Targeted" status to "Covered" status.
Enemy Turn N+1 - Enemy will use target-all attack that deals 400% base damage to anyone with "Targeted" status, and 100% damage to anything without any status, and 75% damage to anyone with "Covered" status.
How it works:
Adds depth to the encounter because it forces players to make decisions that breaks from the routine of their favorite battle routine (be it spam Attack or whatever). Its presents a tactically interesting problem because if the tank was the one hit with "Targeted", and the player knows that they can withstand the attack, they could opt to ignore the mechanic to dish out more damage.
2. "Damage Share" Mechanic
How it plays:
Enemy Turn N - Enemy afflicts all party members with 2 stacks each of "Vulnerable" debuff status.
Player Turn N+1 - Each characters gain temporary access to the instant-cast command "Hide Behind" that they can use on any one ally. With each use, this command removes one stack of "Vulnerable" from the user and adds the stack to the targeted character.
Enemy TurnN N+1 - Enemy will use target-all attack that deals damage depending on stacks of "Vulnerable"
(Example: 8 Stacks = 1000%, 7 = 875%, 6 = 750%, 5 = 625%, 4 = 500%, 3 - 375%, 2 - 250%, 1 - 125%, 0 - 10%)
How it works:
This kind of mechanic allows you to put your Tank class party members in the spotlight, and also adds yet another layer of tactical depth. Obviously everything depends on how well you balance all the numbers, but by default we can already see that players can choose to have multiple end-states depending on their party's strengths and weaknesses. They could:
1. Have one sacrificial lamb that gets all 8 stacks, that the player knows they will need to revive the next round.
2. Split the stacks into 4/4/0/0 if they are confident that two characters can withstand the attack
3. Go with 3/2/2/1 to have a more well-rounded approach, perhaps having the Tank cover the Glass Cannon or Healer
Enemy Turn N - Enemy afflicts all party members with 2 stacks each of "Vulnerable" debuff status.
Player Turn N+1 - Each characters gain temporary access to the instant-cast command "Hide Behind" that they can use on any one ally. With each use, this command removes one stack of "Vulnerable" from the user and adds the stack to the targeted character.
Enemy TurnN N+1 - Enemy will use target-all attack that deals damage depending on stacks of "Vulnerable"
(Example: 8 Stacks = 1000%, 7 = 875%, 6 = 750%, 5 = 625%, 4 = 500%, 3 - 375%, 2 - 250%, 1 - 125%, 0 - 10%)
How it works:
This kind of mechanic allows you to put your Tank class party members in the spotlight, and also adds yet another layer of tactical depth. Obviously everything depends on how well you balance all the numbers, but by default we can already see that players can choose to have multiple end-states depending on their party's strengths and weaknesses. They could:
1. Have one sacrificial lamb that gets all 8 stacks, that the player knows they will need to revive the next round.
2. Split the stacks into 4/4/0/0 if they are confident that two characters can withstand the attack
3. Go with 3/2/2/1 to have a more well-rounded approach, perhaps having the Tank cover the Glass Cannon or Healer
3. "Energy Diffusion" Mechanic
How it plays:
Enemy Turn N - Enemy casts "Focusing Energy" skill that adds 10 stacks of "Energy" buffs to itself.
Players have X number of turns before Enemy uses "Unleash Energy" attack that does damage corresponding to how many stacks of the "Energy" buff the enemy has at the time of casting.
For every Y amount of damage dealt to the Enemy, one stack of "Energy" buff is lost.
How it works:
A straight-forward "DPS Check" mechanic implemented into the traditional framework. This can cause a sense of urgency and make players consider unleashing special attacks that they've been saving, or to hold off from healing and use their Healer to contribute to dealing damage.
---
4. "Pain Outbreak" Mechanic - Corrected 12/9/2015 - Thanks to lilyWhite for pointing out the mistake
How it plays:
Enemy Turn N - Enemy places "Pain" State on one randomly selected character.
State Description - When this state is added, the afflicted actor's HP value is stored at the start of each turn. At the end of the turn, have the variable calculate the difference between Turn-start HP and Turn-end HP and record the value if its positive (an indication of HP loss during that turn). After X turns the State falls off; when it does, it takes the difference from each turn, sum them up, then * 500% and deals that damage to all party members.
How it works:
Definitely something suitable for a high-tier boss. Once the actor is hit with this state, you force the player to pay attention to how much the actor is taking damage, especially if you make the State duration a little random (like 3 - 5 turns). If the player neglects to heal, the entire party could be wiped; but it is by no means an unfair mechanic because it could end up doing 0 damage. How much damage is mitigated/dealt depends entirely on how the player decides to handle the situation.
Bonus! How it implements:
You might be wondering how to introduce this mechanic to players. An interesting way you could teach this is to actually have it placed on enemies first.
Design an encounter with 2 enemies, A and B. Both enemies have rather large HP pools, but are otherwise pretty weak. In addition to having a lot of HP (and thus taking a number of turns to kill), have one of them (say "B") have super high defense.
Now, during the first turn, have enemy A cast this "Pain" state on ITSELF (pretend this was a newly-turned-monster or zombie or something, which would make sense lore-wise). At this point the player has no idea what this does, and might choose to attack either targets. Upon seeing how little damage is being dealt to enemy B (which is easily conveyed if you use an HP bar for monsters), the player will eventually turn to focusing attacks on enemy A. Then after a few turns (or maybe set as a conditional, when enemy A's HP falls under Y%), just when the player starts to get frustrated over how long this fight is taking/is going to take, they see the "Suffering" state fall off (play an animation or something for bonus dramatic effect) and then the resulting damage kills both enemy A and B.
With this type of delivery, you are guaranteed to leave a solid impression of this mechanic in the player's mind. Players might find it amusing and even comical...
...until they see a boss spring this on them during a later fight. What goes around comes around.
Enemy Turn N - Enemy places "Pain" State on one randomly selected character.
State Description - When this state is added, the afflicted actor's HP value is stored at the start of each turn. At the end of the turn, have the variable calculate the difference between Turn-start HP and Turn-end HP and record the value if its positive (an indication of HP loss during that turn). After X turns the State falls off; when it does, it takes the difference from each turn, sum them up, then * 500% and deals that damage to all party members.
How it works:
Definitely something suitable for a high-tier boss. Once the actor is hit with this state, you force the player to pay attention to how much the actor is taking damage, especially if you make the State duration a little random (like 3 - 5 turns). If the player neglects to heal, the entire party could be wiped; but it is by no means an unfair mechanic because it could end up doing 0 damage. How much damage is mitigated/dealt depends entirely on how the player decides to handle the situation.
Bonus! How it implements:
You might be wondering how to introduce this mechanic to players. An interesting way you could teach this is to actually have it placed on enemies first.
Design an encounter with 2 enemies, A and B. Both enemies have rather large HP pools, but are otherwise pretty weak. In addition to having a lot of HP (and thus taking a number of turns to kill), have one of them (say "B") have super high defense.
Now, during the first turn, have enemy A cast this "Pain" state on ITSELF (pretend this was a newly-turned-monster or zombie or something, which would make sense lore-wise). At this point the player has no idea what this does, and might choose to attack either targets. Upon seeing how little damage is being dealt to enemy B (which is easily conveyed if you use an HP bar for monsters), the player will eventually turn to focusing attacks on enemy A. Then after a few turns (or maybe set as a conditional, when enemy A's HP falls under Y%), just when the player starts to get frustrated over how long this fight is taking/is going to take, they see the "Suffering" state fall off (play an animation or something for bonus dramatic effect) and then the resulting damage kills both enemy A and B.
With this type of delivery, you are guaranteed to leave a solid impression of this mechanic in the player's mind. Players might find it amusing and even comical...
...until they see a boss spring this on them during a later fight. What goes around comes around.
5. "Advanced Self-Destruct" Mechanic - Added 12/9/2015
How it plays:
(All numbers used for illustrative purposes; replace as you see fit)
Upon dipping below 50% HP, the enemy starts a 2-turn countdown to use a Self-Destruct attack that deals damage equal to whatever HP it has left at the time of cast. Nothing new so far. But, if the enemy is killed during the countdown, it revives and gains full health (or 49%, if you want to be really nasty) over and over again. The only way to actually "kill" this enemy is to let it successfully Self-Destruct. This could be used for a zombie version of the Bomb family of enemies in the Final Fantasy franchise.
How it works:
This puts a new spin on how players will need to deal with self-destructive enemies. Instead of just burning them down as quickly as possible, players now have to be cautious and deal the "right" amount of damage. (with "right" being different for each player. Some might not mind the healing required afterwards as long as they are not wiped out. However, if this was implemented in a boss fight, where these self-destructing mobs spawn after X turns in multiple numbers and the boss hits hard, then you really challenge players to control quickly and effectively their damage output)
---
6. "Lightning" Mechanic - Added 12/9/2015
How it plays:
Lots of pseudo-science fantasy here, feel free to replace with concepts you find more fitting.
There are 3 enemies for this mechanic: "Proton Cloud" "Electron Cloud", and Boss. Set the two "clouds" to be invulnerable, so they always persist... or not...
During the end of every turn (this is important), "Proton Cloud" will randomly target one actor and inflict "Proton" state. There is no other effect for this skill. Similarly, the "Electron Cloud" will randomly target one actor and inflict "Electron" state. Also no-damage.
In addition to having actors randomly targeted every turn, the players can choose to have the state they want by attacking the respective Cloud (they will be hit with a no-damage counter that puts them in the state.) Therefore, if you want to get the "Proton" state or you want to replace "Electron" with "Proton", you just need to use your turn to attack "Proton Cloud".
If you're wondering why I'm calling this the "Lightning" mechanic, here's why:
At certain turns, with the possibility of consecutive turns, the Boss will use either "Hyper Proton Emission" or "Hyper Electron Emission". These attacks will deal critical damage to characters with the opposite state, while doing very little to characters with the same state.
How it works:
Players are put in a situation where they need to evaluate their risks every turn due to the randomness involved with which characters, and how many, are currently afflicted with "Proton" and "Electron". One strategy might be to always ensure that half the party has one, which the other half has the other, but depending on the party configuration and healers, having a 1:3 setup might also work. Or, if the player feels that instead of spending valuable character turns to attack the Clouds, they can burn the boss down fast enough, they could opt to do that as well.
---
Feel free to comment, and also share your ideas if this sparked any inspiration! We have thousands of States we can define in RM, I think its a wasted opportunity if we limit ourselves to the traditional handful of "Poison", "Silence", "Sleep", "Confusion", etc.
Thanks for reading! =)
Last edited by a moderator:
