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Although this topic is mainly about ideas of ATB system features, I hope it won't be too specific to be posted here as I think that some of them can be implemented in some other battle systems.
I'm asking this here as I feel that I've run out of ideas of what else can be added into an ATB system but I still think there are more such ideas. The below is a list of ideas I currently know:
I'd be glad to learn some more new ideas or ways to expand those in the above list(I'd also want to know what you think about them and whether they can work altogether) 
I'm asking this here as I feel that I've run out of ideas of what else can be added into an ATB system but I still think there are more such ideas. The below is a list of ideas I currently know:
1. Action Points - Some battlers can have more than 1 action points when their atb's full; Some skills cost more than 1 action points(some even give instead of cost their users action points); Some skills give or take action points from their targets
2. ATB Color - Some states can change their owners' atb bar color
3. ATB Gain - Different battlers can have different factors(mainly stats) dictating their atb gain rate
4. ATB Pause - The whole atb(turn and all battlers) stops running under certain conditions like animation running and/or actor/party/skill/ target window shown(These conditions can even be changed on the fly)
5. ATB Rate - Some states can increase or decrease their owners' atb gain rate
6. ATB Reset - Some skills can cause their users' atb bars to be reset as a set or variable percentage rather than the default 0%(i.e., empty atb bar)
7. ATB Start - Different battlers can have different factors(mainly stats) dictating their atb bar fill rate at the beginning of the battle
8. Cancel Button - Battlers can cancel their confirmed actions before they're actually executed(this mainly applies to skills that are still charging)
9. Clear ATB - Some states will reset their owners' atb to 0
10. Escape Condition - Party escape can have various conditions and can cost action points for party members(they may even have to charge before trying to escape and/or cooldown for each failed escape)
11. Ready SE - A unique SE sound will be played for each battler when that battler's atb becomes full; Another unique SE sound will be played whenever the turn count is increased
12. Skill Charge - Some skills needs to be charged for a while before they're actually executed
13. Skill Cooldown - Some skills causes their users(not just the skills themselves) to have to cooldown for a while after using them
14. Skill Hotkeys - Skills can be used via assigned hotkeys directly instead of navigating the actor command window followed by skill window
15. Turn Control - Turn length can be dictated by time, actions, or number of battlers
16. Turn Display - A window with a bar and a number will show how long the current turn has lasted versus the current turn length
17. Unison Skills - Some skills requires more than 1 battlers to use(all these battlers pay the same skill costs, make the same skill charge and cooldown)
2. ATB Color - Some states can change their owners' atb bar color
3. ATB Gain - Different battlers can have different factors(mainly stats) dictating their atb gain rate
4. ATB Pause - The whole atb(turn and all battlers) stops running under certain conditions like animation running and/or actor/party/skill/ target window shown(These conditions can even be changed on the fly)
5. ATB Rate - Some states can increase or decrease their owners' atb gain rate
6. ATB Reset - Some skills can cause their users' atb bars to be reset as a set or variable percentage rather than the default 0%(i.e., empty atb bar)
7. ATB Start - Different battlers can have different factors(mainly stats) dictating their atb bar fill rate at the beginning of the battle
8. Cancel Button - Battlers can cancel their confirmed actions before they're actually executed(this mainly applies to skills that are still charging)
9. Clear ATB - Some states will reset their owners' atb to 0
10. Escape Condition - Party escape can have various conditions and can cost action points for party members(they may even have to charge before trying to escape and/or cooldown for each failed escape)
11. Ready SE - A unique SE sound will be played for each battler when that battler's atb becomes full; Another unique SE sound will be played whenever the turn count is increased
12. Skill Charge - Some skills needs to be charged for a while before they're actually executed
13. Skill Cooldown - Some skills causes their users(not just the skills themselves) to have to cooldown for a while after using them
14. Skill Hotkeys - Skills can be used via assigned hotkeys directly instead of navigating the actor command window followed by skill window
15. Turn Control - Turn length can be dictated by time, actions, or number of battlers
16. Turn Display - A window with a bar and a number will show how long the current turn has lasted versus the current turn length
17. Unison Skills - Some skills requires more than 1 battlers to use(all these battlers pay the same skill costs, make the same skill charge and cooldown)
