This can also apply to turn based strategies as well, if you’d rather discuss those instead.
Earlier today I was introduced to a game called Mad Crown, as pictured. It reminds me a bit of classic roguelikes, but it seems to have a more traditional turn-based combat system with a hint of Darkest Dungeon and maybe a hint of Slay the Spire (the growing deck of item cards). It got me thinking of ways the turn based combat system could be modified again.
Most of us can probably name a couple different versions from the many Final Fantasies off the top of our heads. I’m still trying to remember how Resonance of Fate’s system worked (a case of blue damage and red damage, sprinting, and trying to create specific formations a coordinated are what I remember), but that was wildly different). If we dilute this question into turn-based combat in general, then we’d have to consider games like Frozen Synapse, where the combat is planning the turn and then initiating it in real time, hoping your enemies acted in ways you predicted.
This is probably getting too long for my own good, [i][u]so let’s cut to the chase.[/u][/i] Whether or not you like or dislike turn-based games, I’m certain you can think of something you’d want to see compete with the current standards. How’d you answer that question I put in the title?
Here’s one of mine:
[spoiler]This is an idea for a turn based rpg that came to mind while watching Mad Crown gameplay. The idea is very much western-inspired as it focused on six-shooters. Every combatant carries one, and combat is played out mostly through your party getting into a gunfight with another. In a matter similar to Bravely Default, you can choose to try and up your damage by firing multiple rounds a turn, but at penalties including having to reload sooner or maybe greater chances to miss based on how many rounds you’re gambling (implying that the firer is trying to fan the hammer instead of aim at some point). You could also pick up some interesting ways to mix up the system, maybe something like speedloaders, or a LeMat revolver (doubles as a single shot, 20 gauge shotgun).[/spoiler]
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Firstly, I want to name some of my favorite innovations. Since that’s not the point of the thread, though, I’ll stick it in a spoiler. [spoiler]Paper Mario’s action commands. Yes, I know, they first appeared in Super Mario RPG, but TTYD nailed them the best. See, each attack triggered a small button prompt, ranging from press A before hitting an enemy, to hitting a random button string, to flicking the left stick. Steven Universe: Attack of the Light brought the idea to touch screen, where it has possibly the widest possible applications. Steven Universe: Save the Light handled super moves interestingly. Using support moved raised a “friendship gauge” between two characters. Once full, they could unleash a devestating team attack![/spoiler] And something neat that’s upcoming; [spoiler]Indivisible seems to fuse turn based combat with a fighting game. Seems interesting![/spoiler] Okay, now, my idea. I’ve always loved the idea of fusion, and while it’s been done a few times in various games, I’d love to see a game embrace it. A lot of games will bar fusion off to a spell, like DBF, or an Ultimate, like SU:AotL, but I want to see it as something of a regular attack, that you can initiate & break at any time, but have a fused form have not just pure benefit, but also some drawbacks. For example, let’s say a fusion is stronger, but can suffer from hallucinations, possibly disabling them for a turn or two, or possibly their attacks require more action points, making them not vuable to use all the time. I think the best way to handle it would to be to let any pair of party members fuse, but have their stats determine what drawbacks the fusion has. For example, you could merge two folk one with a high INT, one with a low, that would balance out to a medium INT stat, while two high INT characters complement eachother for a similarly intelligent fusion. However, that skyrocketing INT could result in the aforementioned hallucinations, while a low overall INT would result in them being a little clumsy & bumbling attacks. This would add the depth of whether you fuse two characters that compliment eachother’s strengths and weaknesses, or one that balances them out. Of course, one pretty important bit here, is it would require highly customizable characters. If Anna always has low INT, and Piccolo always has high INT, than Annalo (or whatever) would always have medium INT, which is frankly, kinda boring if the game focused around fusion, while if their INT levels were highly customizable, Annalo’s could be too, allowing for its unique attacks to vary in effectiveness. There’s also the problem of incentivizing switching between fused/unfused states throughout the battle if it can be used freely. Possibly something like FP (Fusion Points) draining while fused, and recovering when separate? I dunno. Could be fun, could be awful, who knows?