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Edited by Rhynerd: 10/9/2018 2:19:05 AM
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How would you innovate the turn based RPG, if given a chance?

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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  • Have you ever played Kingdom Hearts: Chain of Memories? Its combat is often regarded as this weird, awkward to play mess, but I honestly found it really fun. For this explanation, I’ll focus on attack cards. Attack cards had 2 different stats to worry about; Keyblade type Attack number Keyblade type affected things like damage, range, reach, etc. If you attacked at the same time as an enemy, the higher number would cancel out the lower one. Here’s the fun bit; you could pile 3 cards on top of eachother to perform special moves. Like, a special move could have the requirement of “3 same Keyblades with attack value between 3-8” or some such. This was called a “sleight”. Since your deck never shuffled, you could build it around sleights, and throw out these moves left & right. The catch? When you reload your deck, you lose the first card used in a sleight. As fun as it was to use in real time, battles only had one of two outcomes. You blast through enemies with no problem, or you die. There wasn’t really any in between. In a turn based enviornment, though, I think this system has a lot of potential. In a turn based game, you could take more time assembling sleights without needing to worry about enemies, and such. Admittedly, and obviously, I’m no game designer, but the biggest hurdle I see is the same one KH: CoM had. How do you keep spamming sleights from being the best strategy? After all, nothing but a 0 card or another sleight can counter anything over 10. I guess there’s the issue of how much info to reveal, too.. in CoM, you saw enemy attacks before they happened, giving you a chance to counter, but would that system still work when time pauses? Maybe rather than pure turn based, it could utilize an ATB gauge, like Child of Light or Dragon Ball Fusions? Hm..

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