What Battle System do you like?

BoluBolu

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I'm a big fan of regular turn-based battle systems, with one important tweak. Instead of selecting your entire party's actions and employing strategy basically by guessing when your party members and enemies will act, I'm a big fan of turn-based systems where once the turn starts, you pick party member actions individually as their time to act comes up. I'm having trouble explaining it clearly, but it's like what's used in Xenosaga 1.
I know what you mean, really.. I might try to make a system like that, but not sure, when.. Or maybe is there a battle system utilize this system? I don't know :p ..
 
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kerbonklin

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I like my own battle system.

The one where I give players 10 seconds to pick their action or else it auto-attacks. With other fancy frantic time-based abilities and battle functions thrown in.

THE PRESSURE!

But yeah I use Symphony side-view to go with it, with 4x14 animated battlers for my enemies (oh god the compatibility errors gave me nightmares to sort out)
 
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arekpowalan

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Anything basic will pass my first gateway: front view, side view, turn based, ATB, etc. The more important thing I consider is that whether or not the system is well refined or balanced to the point it creates an intense battle scene. Take Dragon Quest DS games, their battle scenes are very basic compared to even old games like Lufia 1, but the enemies have variety and the bosses are so challenging I never get bored.

On the other hand, an overly complicated battle system easily turns me off, since I find no reason to either go through hours of tutorial and training on something specific to just one game, That, or I simply find the system so unreliable it creates a fake difficulty where luck plays everything instead of skill and strategy, like that roulette thing in Unlimited SaGa.
 

Manalord

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My personal favorite battle system ever is CTS (Conditonal Turn Based) particually the FFX variant. Something about it was pretty epic.

I also am rather fond of ATB and the CTB style Shadow Hearts takes.Pretty much any variant on Turn Based I am usally more fond of if I am being honest.
 

Omnimental

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CTB is definitely my favorite combat system.  Some form of QTE being incorporated into it drastically improves my opinion of it.  Mixes a bit of skill into what is otherwise essentially a pretty thought exercise.
 

orochii

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I know this is going to be pretty unuseful to know, but I like the battle systems I make. I never end up liking others battle systems because I don't like/know/get interested on how they work. I have, like, 30 projects, each of them for testing scripts, and none of them makes me advance in life (?????), so I think I don't really like them =D, or just don't feel comfortable enough.

Only one that I liked was CCOA's ATB in RMXP, and it was because I was planning to mod it extensively <3. And because it was pretty basic and straightforward.

Other than that, I've worked around default BSs, both on XP and Ace, tweaking things here and there.

(I know Yanfly is a clean and tidy coder, but for tweaking I still prefer vanilla).
 
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TheRiotInside

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Other than that, I've worked around default BSs, both on XP and Ace, tweaking things here and there.
I would be very interested to hear about the work you've done to RMXP's DBS!
 

Milena

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There have been a lot of reworks for the DBS, the eye candy ones and the functional ones. :D
 

orochii

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I would be very interested to hear about the work you've done to RMXP's DBS!
I have two examples to share. Well, actually one of them is not 100% vanilla because I used Minkoff's Animated Battlers, but other than that, Romancing SaGa Battle System is vanilla DBS on steroids (?).

The other one is not a stand-alone system, because is more of a personal edit I did for a short game. This is the game: Armored (link to RMN).

But yeah! I like the DBSs. I like others battle systems, but when others use them x'D. I don't like using anything from others because I get overwhelmed by features I don't know, or something like that, sometimes I don't understand myself heh. That's something I guess because, on the other side, I felt happy with CCOA's, which has little features other than presentation.
 
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nio kasgami

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CTB, ACCB and PTB are my favorite battle systems.

The DBS is beautiful too. A lot of games still manage to do it right :3
i am not sure of all these acronyme  i am not sure what mean PTB ?
 

Archeia

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Charge Turn Battle System (FFT, Grandia), Active Cost Card Battle System (Mana Khemia, Atelier Iris 3, Atelier Ps3 Games), Press Turn Battle System, (Shin Megami Tensei series, such as Nocturne)
 

orochii

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i am not sure of all these acronyme  i am not sure what mean PTB ?
I know it as Press-Turn battle which is the name Yanfly gave to it at the time he did Melody-, the one that, as Archeia said, is based on Shin Megaten series (not all of them! SFC's Shin Megaten has a more classic Turn-based BS).
 

nio kasgami

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Charge Turn Battle System (FFT, Grandia), Active Cost Card Battle System (Mana Khemia, Atelier Iris 3, Atelier Ps3 Games), Press Turn Battle System, (Shin Megami Tensei series, such as Nocturne)
Thanks :D ! this is help me a lot for understand now :3!
 

DoubleX

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I personally like abs, atb and tbs systems more than the others in most cases. Maybe it's because I'm used to them. Almost all commercial RPGs I played when I was young uses exactly 1 of those 3 battle systems.

For specific RMVXA battle systems, I like Yami's CATB as it's rather flexible and powerful yet also simple to use, but I'm just way too biased to explain these objectively(so don't take them as the truth immediately) :D

Actually I've been dreaming to write a combination of tbs and atb. The tbs is the mainframe, but when 2 units fight, they can either auto resolve like what traditional tbs does, or fight in a separate scene like atb battles.

The same goes for combining tbs and abs, but I feel that it'd be an incredibly hellish nightmare for me to even think of how to write such a script(right now I don't even know how the implementations of either abs or tbs work lol) :)
 
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