Unsure of a battle system...

zerobeat032

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OK, so my main concern for my game at the moment is what battle system to use for the following ideas.

characters suffer Panic attacks and thus transform into another person using a state of "panic". this would allow a summon of sorts for a few turns until the state wears off.

using Panic attack States at the right time would turn the tide of battle, unlocking new moves and classes for the character who panics. like you'd start with a basic class but once you unlock your Panic state (think defeating your shadow in Persona 4), it's usable and unlocks 2 other classes. one that goes with MP and one just for the Panic state.

sooo getting to the point, what would be a good battle system for something like this? I've tried a few for feels but nothing concrete yet other than it being Sideview for summons...
 

kerbonklin

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PICNIC!!!! (twitch.tv reference)

*Ahem* I think your view of "battle system" may be skewed, as there's a difference between an actual system and the "panic" ability of your characters. When it comes to a "battle system", it means the methods and processes in which a battle is performed, through strategic objectives or plain old performing any actions until the enemy is defeated. What you described as a Panic system is more of a strong character ability that is not the only means of winning most battles as I assume. (otherwise it may be panic2win which could be negative) Therefore as an ability, it can be shoved into any numerous amounts of "real" battle systems, where performance and winning is done by strategic objectives. For example, a "battle system" would be something like tile-based movement, turn order management, a rhythm of attacking and parrying enemies strategically, and in all of these the character abilities help reinforce the system. The abilities don't make the system, but the system makes the abilities.

For example we can technically compare your Panic ability to playing a Pokemon game, using pokemon who can mega-evolve. (giving them different stats/abilities/moves that are stronger) These mega-evolves do NOT make the battle system of a Pokemon game what it inherently is, a simple, mainstream RPG turn-based combat. Using mega-evolves does NOT change the rules of battles, it only gives you an advantage to win them easier.

TLDR your Panic state is NOT considered a battle system, and you should just go with whatever fits with your real battle system and whatever fits aesthetically. It's a very common misconception I find among people, no worries.
 
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Beamlight

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PICNIC!!!! (twitch.tv reference)

TLDR your Panic state is NOT considered a battle system, and you should just go with whatever fits with your real battle system and whatever fits aesthetically. It's a very common misconception I find among people, no worries.
Well, I guess you're "technically" right, but we are playing semantics here aren't we? It seems like the "panic attack" state is an integral mechanic within the battle system. If we're taking a 'holistic" approach this is an important cog in the machine.

However, I digress.

So my question regarding your Panic state character is in regards to what charges up the "panic meter", so to speak: what types of enemy attacks will cause it to riseIt sounds similar to a limit break system, which by now is a tried and true mechanic. Your differences and flavoring could make this an interesting system, but i'd like to know more information.

It also sounds like you have two different playstyles with the panic class and the MP class. This could be an opportunity to make one a more "advanced class"; think Borderlands 2's Mechromancer, and how she has a simpler "pet" tree meant for beginners, and an "ordered chaos" tree meant for masters who aren't afraid to play with the game's mechanics. You could easily do the same thing here. Play around with RM, and see what you can come up with :)
 

zerobeat032

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heh, i guess i did get it a bit skewed in the end. but here's the basic gist of the Panic states...

Panic States... 2 ways to activate such, once that character unlocks the class that is. first get 100 Panic Points (TP normally) in battle... once the gauge Is full the option to enter Panic States is possible.

Second method is once your HP is below 25% each character has a chance to enter the state through sheer Panic itself.

Once entered, that character can unleash their full potential, depending on what that character's potential is.

I saw a script called Mood Gauges and was thinking of implementing that as a way to activate the state. it would only last a few turns, and through that state would have access to moves otherwise hidden. as for the classes, think the following...

Ray Groves - Scrapper, Savior, Panic, and Core classes.

Scrapper is basic fist fighting. lower attack, but higher critical hit rate. includes basic attacks and attack buffs.

Savior is sword attacks with elements or debuffs attached. the focus shifts to MP (Manic Points) now. not available until the next class appears...

Panic class is passive effects for Ray, along with skills exclusive to this state.

lastly is Core Skills, resistances to debuffs and elements, general skills every learns.

though i do wonder if that's all over doing it. i guess with this mechanic though, i've been wondering what would go best with it, ATB, CTB, FTB... etc
 

Anastylos

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I like the idea. Maybe Panic should be a two edged sword. It increases your abilities for a short time, but the longer you stay in panic mode the more like it is to hit a friend. So calming down would be important too.
 

zerobeat032

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thanks... and that's actually an interesting idea @Anastylos. how would i implement it eventually turning into Confusion though?
 

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