Rock-Paper-Scissor Attack Orientation

Zaj

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How do you design your own RPS effects?
Long before I encounter Battle Realms, I played a decent good amount of such. And when I played Battle Realms, I was so excited cus they basically implement a personifying RPS. Blunt, Cut, Pierce, Burn, Explosive, Magic.

I remember coming up with something very similiar, dunno where's the notes now
 

TheoAllen

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RPS is boring and probably would fit only in mobile games so you can spend on gacha to get decent character for other elements, forcing you to spend money on gacha.

Now, if you mean elemental attack and weakness. That would be a different story. How I do mine:
A character can have 2 ~ 3 variations of elemental attack.
Multiple characters can have multiple elemental attacks, which overlap with each other.
An enemy may resistant or weak to a certain attack. But neither the actor nor enemy is tied to a certain type of element to create an RPS attack circle.
 

Zaj

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I'd do mine with RPS and Elemental Traits embedded together :D
 

Milennin

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I don't have RPS in my games. Skills have effects that are useful in different situations, under different conditions. Also makes it so a character isn't rendered useless when the party enters some area where they would otherwise suffer an elemental penalty against the enemy type there (like having a Fire type character when the party goes through a volcano dungeon).
 

Zaj

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Reason why I prefer to include RPS and ET and Specialised Targetism and Affexioms is my game is cus I want to make my game vastly and variously approachable, single and critical, when entering combat as duel, brawl, skirmish, battle, or war. My skills do have the concept "skills do hav effect" system, as I abstractively, or prolly a better term, conceptually,"in different situation", cus after all, it's basically the same, you just change the names and the mechanics a bit, andd there, it's the same rotation, so you see, I do it for variety. And I didnt get into mechanics yet. :)
 

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