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- Apr 22, 2013
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Compared to other games that involve combat, turn based RPG's can in many ways be pretty relaxed since you have full control over when to move ahead: just make a selection from the combat menu.
What limits bug you about this sort of combat style(although I love this sort of style)?
I've managed to put together in just about a week, a fully functional 14 character fighter game, RPG style. Using some wonderful scripts by the brains on these boards, I have been experimenting with enemies that have nearly identical stats to the players.
Thanks to a certain doppleganger script by Yanfly I was able to match up enemy and player classes so that they worked the same. This was a necessity for my figher since all opponents are such that can be picked through the menu screen. Or rather, through event choices.
There were two classes, light fighters and heavy fighters. The health parameter was the same for everyone, 600 at level 1 with a scale up to 3000 at level 99. Most of the other parameters were about the same with light and heavy given a very slight specialization in one or two areas. No difference greater than 20 points at max level across the scaling for light and heavy fighters.
I've been playing with it all for about two weeks now and found some things interesting;
on a six match marathon including 1 boss, I found myself on the losing end of many many fights. Most wins were ones where my health was under 150 points, on a max health bar of 600 at level 1. I tried to picture character movement as choices were made and notice some flaws:
Given the luck involved dealing with hit percentages, evasive percentages and other things, these fights have been heavily dictated by who gets to strike first. And since there was no way to really increase the chance of an opponent missing by walking back and forth, because it is a turn-based rpg, the smallest advantage given to any one side would almost guarantee who would win the match.Note the word almost. I've made a few tweaks to help provide a player with something to give them a chance at making it through to the end. My most notable change being extra 10% to health. And have made sure to fine-tune any oddly worked skills. Now things are looking fantastic with the exception of not having real movement.
An Active Time Battle wouldn't be much better for this sort of thing. It might even be worse, especially if speed could be increased upon levels. And without any change in the ATB between player and enemy there would be no real purpose for it at all.
What do you think are the weakest parts of turn based RPG? I have to say it is the lack of movement between characters and enemies. The lack of control over targeting and the dependence on percentage for targeting...
What limits bug you about this sort of combat style(although I love this sort of style)?
I've managed to put together in just about a week, a fully functional 14 character fighter game, RPG style. Using some wonderful scripts by the brains on these boards, I have been experimenting with enemies that have nearly identical stats to the players.
Thanks to a certain doppleganger script by Yanfly I was able to match up enemy and player classes so that they worked the same. This was a necessity for my figher since all opponents are such that can be picked through the menu screen. Or rather, through event choices.
There were two classes, light fighters and heavy fighters. The health parameter was the same for everyone, 600 at level 1 with a scale up to 3000 at level 99. Most of the other parameters were about the same with light and heavy given a very slight specialization in one or two areas. No difference greater than 20 points at max level across the scaling for light and heavy fighters.
I've been playing with it all for about two weeks now and found some things interesting;
on a six match marathon including 1 boss, I found myself on the losing end of many many fights. Most wins were ones where my health was under 150 points, on a max health bar of 600 at level 1. I tried to picture character movement as choices were made and notice some flaws:
Given the luck involved dealing with hit percentages, evasive percentages and other things, these fights have been heavily dictated by who gets to strike first. And since there was no way to really increase the chance of an opponent missing by walking back and forth, because it is a turn-based rpg, the smallest advantage given to any one side would almost guarantee who would win the match.Note the word almost. I've made a few tweaks to help provide a player with something to give them a chance at making it through to the end. My most notable change being extra 10% to health. And have made sure to fine-tune any oddly worked skills. Now things are looking fantastic with the exception of not having real movement.
An Active Time Battle wouldn't be much better for this sort of thing. It might even be worse, especially if speed could be increased upon levels. And without any change in the ATB between player and enemy there would be no real purpose for it at all.
What do you think are the weakest parts of turn based RPG? I have to say it is the lack of movement between characters and enemies. The lack of control over targeting and the dependence on percentage for targeting...
