The Brokenness of Action Economy

Ultima01

Unhinged
Veteran
Joined
Mar 13, 2013
Messages
69
Reaction score
11
First Language
English
Primarily Uses
N/A
In a number of games, I've seen mages be counterbalanced to the point of uselessness.  One major example is from Final Fantasy Tactics (and its remake, War of the Lions), where magical abilities usually had massive amounts of casting time that could either briefly trip up your opponent, or be the end your no-deaths run.


To counterbalance casting time in my game due to YEP: Battle System - ATB, I've made several abilities that mess with the ATB gauge upon resolution.  There's the Time Magic spell, Quicken, which instantly fills either the speed gauge or the charge gauge to full depending on which is filling currently.  There's the Unbalance status, which interrupts casting time and delays turns.


Most importantly, I made several changes to Final Fantasy's standard Red Mage class.  Whereas squeenix made it the ultimate jack of all trades, I saw its signature ability Dualcast, and ran with it to make an out-and-out speedblitzer.  It's the class with the highest base AGI.  Most of its spells have moderately short casting time to compensate for low base power.  One offensive spell, Blitz, lets you take a turn immediately once it resolves.  One ability, Pre-Charge, lets you start the battle with a turn instantly, with or without first strike, and compensates by doubling the cost of whatever you use that turn for.  And of course, it retains Dualcast.


As an admittedly-hilarious result, Red Mages in my game's cast are absolutely ridiculous, specializing in quick, painful bursts of magical death.  The only reason anyone else got turns was the casting time mechanic endemic to Yanfly's ATB plugin!  It got to where I had to heavily nerf their defensive viability so they couldn't take physical hits worth crap, and had almost negative critical hit avoidance just to make them remotely balanced in that state, and it's still not enough to overcome the absurdity of their constant turns!


tl;dr.  I've created a game breaker as a base class by messing with action economy.


My main question here is this: Have I reached the limit to the brokenness of action economy in pseudo turn-based games?  Have you seen action economy break things before?  If so, where and how badly?
 
Last edited by a moderator:

Lord Semaj

Veteran
Veteran
Joined
Oct 3, 2016
Messages
54
Reaction score
26
First Language
English
Primarily Uses
Final Fantasy 6.


I cast a spell that lets me cast two spells.  Right now.  Also I already cast double spells at 0 mana thanks to my items so I get four free spells per turn.  <_<


Oh look, my whole party is dead.  Complete Heal Resurrection, Complete Heal Resurrection, AOE party buff, Ultima.


Can't quite beat that boss because your party keeps dying?  Casting Autoresurrect, Autoresurrect, Autoresurrect, Ultima.


It's not one of the endgame special bosses with millions of hitpoints?  Casting Ultima, Ultima, Ultima, Ultima.


Unlike your Red Mage, I could have three people in my party capable of doing this.  -_-
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,476
Members
137,824
Latest member
dobratemporal
Top