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As a newcomer to the RPG Maker software, I am kinda enthusiastic about all the possibilities one could do with it and I have been
brewing up all kinds of ideas for my game for a while, many of which tend to be too overwhelming to the point it could make the game unbalanced.
So with that in mind, I would like to say in advance that I am open to any criticism for what I am about to propose.
This idea which I shall refer to, in this thread, as a "MP Charge/Overload System" works like this...
Instead of depleting MP, magical abilities build up the gauge which starts from zero. As it builds up, the effects of any other magic skills are enhanced (i.e. Attack Power and such) and more skills are unlocked. But if the MP reaches its maximum limit, the actor goes into an "Overload" state during which magical attack power is doubled and cool-downs for them are reduced to zilch. The downside is that the actor loses control and randomly casts magic spells on both enemies and allies while suffering gradual HP damage until he/she is either dead, he/she survives enough turns or a special skill or item is used to remove the Overload state.
Think of the actor's magical power as a sort of electrical appliance that needs battery power. It needs to rev up before it can channel enough voltage to perform but if it revs up too much voltage, it damages itself and becomes unusable. In the mage's case, he/she starts off being able to use simple spells to "rev" up his/her magical power in order to use stronger spells, but on the flip-side, using them too much or whenever his/her "voltage" is dangerously high, he/she risks overloading him/herself.
One influence I can put my finger on would be the PSone game, Galerians, where the player character uses drug-induced psychic powers but slowly builds up a meter which causes him to lose control and automatically kill nearby enemies but lose health overtime.
(Skip to 7:00 to see what I'm talking about)
I want to create an RPG that emphasizes survival and risk. The party members are dangerously vulnerable with weapons and equipment that break over excessive use along with limited ammunition for ranged weapons (i.e. bows and guns). I want the magic powers to be a powerful but risky facet to the gameplay, where the use of spells is not only costly but risky.
Other features to this system could include various versions of the Overload state that depends on how powerful the mage actor is (Triggered by either levels, equipment, classes or switches) that each have different effects, including more complex, script-heavy ones like damaging any party member trying to use healing items on the actor suffering an Overload and having a chance to negate the effects of the item or randomly learning a new ability or other events.
And when the Overload state is removed (either cured or by the actor's death), he/she gets a "Recovering" state in which he suffers stat penalties and is unable to use magic for a long period.
So how does this sound?
brewing up all kinds of ideas for my game for a while, many of which tend to be too overwhelming to the point it could make the game unbalanced.
So with that in mind, I would like to say in advance that I am open to any criticism for what I am about to propose.
This idea which I shall refer to, in this thread, as a "MP Charge/Overload System" works like this...
Instead of depleting MP, magical abilities build up the gauge which starts from zero. As it builds up, the effects of any other magic skills are enhanced (i.e. Attack Power and such) and more skills are unlocked. But if the MP reaches its maximum limit, the actor goes into an "Overload" state during which magical attack power is doubled and cool-downs for them are reduced to zilch. The downside is that the actor loses control and randomly casts magic spells on both enemies and allies while suffering gradual HP damage until he/she is either dead, he/she survives enough turns or a special skill or item is used to remove the Overload state.
Think of the actor's magical power as a sort of electrical appliance that needs battery power. It needs to rev up before it can channel enough voltage to perform but if it revs up too much voltage, it damages itself and becomes unusable. In the mage's case, he/she starts off being able to use simple spells to "rev" up his/her magical power in order to use stronger spells, but on the flip-side, using them too much or whenever his/her "voltage" is dangerously high, he/she risks overloading him/herself.
One influence I can put my finger on would be the PSone game, Galerians, where the player character uses drug-induced psychic powers but slowly builds up a meter which causes him to lose control and automatically kill nearby enemies but lose health overtime.
(Skip to 7:00 to see what I'm talking about)
I want to create an RPG that emphasizes survival and risk. The party members are dangerously vulnerable with weapons and equipment that break over excessive use along with limited ammunition for ranged weapons (i.e. bows and guns). I want the magic powers to be a powerful but risky facet to the gameplay, where the use of spells is not only costly but risky.
Other features to this system could include various versions of the Overload state that depends on how powerful the mage actor is (Triggered by either levels, equipment, classes or switches) that each have different effects, including more complex, script-heavy ones like damaging any party member trying to use healing items on the actor suffering an Overload and having a chance to negate the effects of the item or randomly learning a new ability or other events.
And when the Overload state is removed (either cured or by the actor's death), he/she gets a "Recovering" state in which he suffers stat penalties and is unable to use magic for a long period.
So how does this sound?
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