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Just wanted to see what kind of reception this would get. Feedback is definitely appreciated.
After going through some testing in RMVXA, I've managed to sucessfully replicate the "Addition" feature in Legend of Dragoon's battle system.
For those who aren't familiar with it, it's a system where you attack by hitting a designated button multiple times at specific intervals. If you complete the sequence successfully, then you end up dealing more damage while accumulating points to transform into a more powerful character.
Personally, I've always been a fan of timed hits. Super Mario RPG was always one of my favorites growing up. Legend of Dragoon seemed to expand on that concept a bit more, which I also liked.
What I DIDN'T like about this game, was the fact that you could only choose one type of attack to bring into battle with you, and so you would end up using the same attack over and over until you felt the need to change it. Older attacks would also quickly become obsolete as new ones became available.
I hope to eliminate that problem by giving unique bonuses and penalties to each attack. For bonuses, it'll most likely be states that can be applied to the enemy upon completing a sequence of attacks. As for penalties, stronger attacks will have a higher cost to use.
Also, instead of accumulating points to transform, I will instead use a sort of Limit Break system with TP. Each time you successfully time a hit in an attack sequence, the TP bar will fill. Once it reaches 100%, a specific skill will be available.
To sum everything up, I feel my modifications will make the battle system more rewarding for people who strive to complete the attack sequences. It'll also eliminate the monotony of attacking with the best one available, as you'll be at a disadvantage if you neglect the older skills that can apply different states/debuffs.
Any thoughts? Would you add or change anything about the concept I've outlined? Do you see this battle system as being enjoyable?
After going through some testing in RMVXA, I've managed to sucessfully replicate the "Addition" feature in Legend of Dragoon's battle system.
For those who aren't familiar with it, it's a system where you attack by hitting a designated button multiple times at specific intervals. If you complete the sequence successfully, then you end up dealing more damage while accumulating points to transform into a more powerful character.
Personally, I've always been a fan of timed hits. Super Mario RPG was always one of my favorites growing up. Legend of Dragoon seemed to expand on that concept a bit more, which I also liked.
What I DIDN'T like about this game, was the fact that you could only choose one type of attack to bring into battle with you, and so you would end up using the same attack over and over until you felt the need to change it. Older attacks would also quickly become obsolete as new ones became available.
I hope to eliminate that problem by giving unique bonuses and penalties to each attack. For bonuses, it'll most likely be states that can be applied to the enemy upon completing a sequence of attacks. As for penalties, stronger attacks will have a higher cost to use.
Also, instead of accumulating points to transform, I will instead use a sort of Limit Break system with TP. Each time you successfully time a hit in an attack sequence, the TP bar will fill. Once it reaches 100%, a specific skill will be available.
To sum everything up, I feel my modifications will make the battle system more rewarding for people who strive to complete the attack sequences. It'll also eliminate the monotony of attacking with the best one available, as you'll be at a disadvantage if you neglect the older skills that can apply different states/debuffs.
Any thoughts? Would you add or change anything about the concept I've outlined? Do you see this battle system as being enjoyable?
