- Joined
- Jan 4, 2017
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- 22
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Sometimes I can be a bit too much of a realist(ironically enough in my fantasy.) And when I try to think of games or anything. I try and think of pushing it closer to this. Like I get why a healing position system is a stable to the above mentioned style of game. But I wonder if it could be abandoned. I mean, a real fighter on a campaign isn't gonna take damage and try and fix it after. They would conserve energy, be more careful and work harder to avoid damage in the first place.
I had an idea for how a game might utilize this idea and I wonder what you would think.
So, 1. No healing potions at least in the normal replinish HP sort of way.
2. Increased defense/heath bar. I say this because if you can't restore the bar, then it should deplete slower.
3. Other ways to recover the bar. Save spots being like campsites, or a casual health regain while on the world map. In the sense that out of battle the character is slowly catching their breath. Or a in battle, non move option that again lets you catch your breath and regain a small amount of health, which with multiple characters could be an interesting dynamic, a person resting mid fight while the other character takes on more of the work. All these(except camping save spots) would restore a very mild amount of health.
4. The battle system to reflect sort of a timing concept. I don't mean quick timing press of buttons. I mean for like enemies and you to have sort of a "on guard" bar, this bar changes based on their most recent action. Like Guard, or prepare to dodge obviously does no damage, but it puts you on super high guard, increasing your defensive ability by a huge amount. This applying to both you and the opponent. So if you stike him while he is on guard. Partically nothing or highly reduced damage. Yet, even a small attack may do huge attack if his guard is low. Which would likely happen in response to him unleashing a higher attack. This idea at its core has more ideas to the balance, but this is the general idea. The point being that the game wants you to learn how your attacks, based on their speed and strength leave you vunerable to attack. And to use your defensive/offensive moves at more correct timing to take less damage and deal more damage.
That is most of it. I like the idea of the game being like. "Sorry, you can't just level grind and buy 500x potions." This game is going to show you the style you need. Now there is a level system so you can level grind to help, and you have what I would envision as a skill tree so you can adjust your character to a style to make them yours. But you have to bend the style to how the game plays.
Thoughts?
Also I find it a funny thought to imagine people trying to set personal records of how long they farm an area because with limited recovery options eventually they just have to go back and camp. lol.
I had an idea for how a game might utilize this idea and I wonder what you would think.
So, 1. No healing potions at least in the normal replinish HP sort of way.
2. Increased defense/heath bar. I say this because if you can't restore the bar, then it should deplete slower.
3. Other ways to recover the bar. Save spots being like campsites, or a casual health regain while on the world map. In the sense that out of battle the character is slowly catching their breath. Or a in battle, non move option that again lets you catch your breath and regain a small amount of health, which with multiple characters could be an interesting dynamic, a person resting mid fight while the other character takes on more of the work. All these(except camping save spots) would restore a very mild amount of health.
4. The battle system to reflect sort of a timing concept. I don't mean quick timing press of buttons. I mean for like enemies and you to have sort of a "on guard" bar, this bar changes based on their most recent action. Like Guard, or prepare to dodge obviously does no damage, but it puts you on super high guard, increasing your defensive ability by a huge amount. This applying to both you and the opponent. So if you stike him while he is on guard. Partically nothing or highly reduced damage. Yet, even a small attack may do huge attack if his guard is low. Which would likely happen in response to him unleashing a higher attack. This idea at its core has more ideas to the balance, but this is the general idea. The point being that the game wants you to learn how your attacks, based on their speed and strength leave you vunerable to attack. And to use your defensive/offensive moves at more correct timing to take less damage and deal more damage.
That is most of it. I like the idea of the game being like. "Sorry, you can't just level grind and buy 500x potions." This game is going to show you the style you need. Now there is a level system so you can level grind to help, and you have what I would envision as a skill tree so you can adjust your character to a style to make them yours. But you have to bend the style to how the game plays.
Thoughts?
Also I find it a funny thought to imagine people trying to set personal records of how long they farm an area because with limited recovery options eventually they just have to go back and camp. lol.


