That sounds decent (: On Thu, Apr 30, 2009 at 8:45 AM, eric drewes <figarus@xxxxxxxxx> wrote: > well i think health would probably work like a hybrid of halo and marvel vs > capcom where you have two health bars, current life and max life, your > current life can go up via auto healing or first aid, but your max life > cannot be restored unless you're in a town. > > example: > > main character has: > max hp 100 > current hp 100 > > he gets punched, losing life > max hp 90 > current hp 70 > > now he uses first aid, bringing him back up to 90 (100 is truemax, but he > cannot attain that) > max hp 90 > current hp 90 > > this will also influence the strategy of party set up, tagteaming, etc. > > > > > On Thu, Apr 30, 2009 at 11:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Hey just thought of something else too... >> >> Eric if you hate the war of attrition we could go the route of the modern >> games (or at least try it) like halo where you have hp but it recovers over >> time (like when you are in back row or maybe not in combat... or potentially >> all the time?) >> >> Not sure if its a good idea, but its an idea :P >> >> lol >> >> >> On Thu, Apr 30, 2009 at 8:35 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> I like the FF view better myself. >>> >>> I'm am curious for the answer to Alan's questions as well. >>> >>> >>> On Thu, Apr 30, 2009 at 8:32 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> 100% definitely. either ff style or maybe where its 3rd person over teh >>>> shoulder style. i think you should be able to see them and with our >>>> gameplay style i think it'll be needed to show whats going on - visually >>>> and >>>> mechanically it'll be better. i was actually gonna bring this up when we >>>> got into more detailed combat stuff :) glad we're on the same page there >>>> too. >>>> >>>> >>>> On Thu, Apr 30, 2009 at 11:28 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> BTW what do you think about us changing our battle view from the dragon >>>>> quest 5 view to the final fantasy view? >>>>> >>>>> I kinda miss being able to see the characters, and see the weapons / >>>>> attacks and skills the players use. >>>>> >>>>> I think it makes the combat more epic and fun. Like think of fighting >>>>> vargas or ultros where you see his tentacles slap your players, can you >>>>> remember a fight like that at all in DQ5? i cant...most of the fights are >>>>> unmemoriable, except for the ones where like 10 slimes form into the slime >>>>> king hehe >>>>> >>>>> >>>>> >>>>> On Thu, Apr 30, 2009 at 8:25 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> I think switching out your characters could work, that kinda sounds >>>>>> cool and i can picture it in my head. >>>>>> >>>>>> When you would switch, would you be able to switch any turn of combat, >>>>>> only the first, or what? Also is there a penalty to switching or is it >>>>>> for >>>>>> free? I'm just curious cause if one guy was dying you could swap him out >>>>>> with another and have a fresh guy, is that ok? >>>>>> >>>>>> If so we could do soemthing like marvel vs capcom i think it was, >>>>>> where the team mates that are in the back row and not fighting slowly >>>>>> heal >>>>>> their wounds (in this case they heal a small amount as round time >>>>>> progresses) what you think? If that is too overpowered, it could be >>>>>> something like they can only heal maximum up to the life they had before >>>>>> they got struck in the current battle. >>>>>> >>>>>> Being held by one character and attacked by another makes sense. >>>>>> Maybe its a skill, and what happens is when you use that skill, the >>>>>> character that used it has to keep using it each turn to hold onto the >>>>>> monster and that monster basically struggles each turn where it has some >>>>>> chance to escape but that uses up it's turn. Just like real life if you >>>>>> oare outnumbered, grabbing hold of someone or wrestling around with them >>>>>> wouldnt be a good idea cause his buddies would kick your butt, but if >>>>>> there >>>>>> is like 1 monster left it could be a cool skill. Like havin a guy like >>>>>> sabin be able to grab the last enemy and hold him while your other guys >>>>>> hit >>>>>> him would be a pretty useful skill (: >>>>>> >>>>>> About the player never dying, on one hand i could see that working but >>>>>> on the other, couldnt you just scrape through anyhwere by walking >>>>>> through a >>>>>> dungeon and getting knocked out at each fight? How do you balance that >>>>>> out? >>>>>> >>>>>> Some cool ideas! >>>>>> >>>>>> >>>>>> On Thu, Apr 30, 2009 at 6:36 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>> >>>>>>> ok here is how i am thinking parties will work in combat... >>>>>>> >>>>>>> there will be 3 active party members in any fight and 4 on the >>>>>>> sidelines that can be "tagged in" (swapped) as a combat option for any >>>>>>> of >>>>>>> the active players INCLUDING the hero. this will allow you to sub out >>>>>>> injured characters for fresh healthy ones, or if you want two people >>>>>>> that >>>>>>> can do a special attack, you can have them sub in to pull of a coup de >>>>>>> grace, or maybe there is a MATCHUP you want to exploit. >>>>>>> >>>>>>> Matchups? Huh? >>>>>>> >>>>>>> Matchups are basically already existing in games but without anything >>>>>>> to quantify them. basically, if you're in battle against a big slow >>>>>>> ogre or >>>>>>> something, you can adjust your party to better match up w/ the enemy >>>>>>> (enemies) you're fighting. Maybe you want a big dude that can go >>>>>>> mano-y-mano with the ogre, or a small quick dude who can exploit the >>>>>>> ogre's >>>>>>> plodding attack and slow defense. Maybe you're up against a flying >>>>>>> creature >>>>>>> and arrows will be the best way to bring them down when standard attacks >>>>>>> seem ineffectual. Picking the best match up for what you're going >>>>>>> against >>>>>>> can mean the difference of life and death. >>>>>>> >>>>>>> Injuries/status - we don't just want fights to be wars of attrition >>>>>>> where you attack attack attack and try to slowly drain your foes life >>>>>>> (and >>>>>>> vice versa) - in real life, this would be the equivelent of standing in >>>>>>> front of someone and punching them back and forth until someone died. >>>>>>> Silly! i think most (if not all) of us are experienced martial artists >>>>>>> and >>>>>>> we know fights don't work like that, there are holds, throws, etc that >>>>>>> can >>>>>>> put your opponent in compromising situations that give you the >>>>>>> advantage. >>>>>>> Add weapons to this and we have a fun system that is more dynamic than >>>>>>> the >>>>>>> typical rpg combat system. Examples of this would be >>>>>>> sweeps/tackles/throws >>>>>>> that leave the enemy prone and thus unable to defend themselves as >>>>>>> well, or >>>>>>> entangled via nets, maybe even HELD by one character while the others >>>>>>> beat >>>>>>> it up (could we do this)? or maybe getting maimed or hamstrung knocks >>>>>>> you >>>>>>> over, getting stunned (like street fighter when you do a certain >>>>>>> combination >>>>>>> the enemy can't move and has birds flying above their head) is another >>>>>>> example. >>>>>>> >>>>>>> This style of combat would add a lot of depth and strategy and make >>>>>>> combat feel more "alive" and dangerous and fun. Also it adds a lot of >>>>>>> potential skills and techniques to our future list >>>>>>> >>>>>>> Injuries - with our injury and death system, swapping to keep your >>>>>>> team healthy is important. This is kind of a big thing but I am sort of >>>>>>> leaning towards thinking maybe MAYBE the hero can't die. everyone else >>>>>>> can, >>>>>>> but if the hero is "knocked out" in battle, he's back after the fight. >>>>>>> he >>>>>>> can then go forward to try to find the next respawn node or maybe >>>>>>> theres a >>>>>>> "Recall" option where you can revert to the start of the dungeon with >>>>>>> all >>>>>>> your party members intact. i think this will eliminate a lot of >>>>>>> frustration >>>>>>> as well as prevent people from keeping the hero on the sidelines >>>>>>> worried he >>>>>>> will die. >>>>>>> >>>>>>> just as a quick guess... i am thinking you get 7 active party members >>>>>>> (3 active, 4 tagteamable) and then an additional 7 back at your "home >>>>>>> base" >>>>>>> that you can swap out ff style whenever you're there for a total of 14 >>>>>>> in >>>>>>> your party. We will (ideally) have 40-50 recruitable characters so this >>>>>>> forces you to make some decisions on who you want to pick but also >>>>>>> gives you >>>>>>> a large stable of characters so you don't feel like "shit, i have to >>>>>>> give up >>>>>>> one of my favs". >>>>>>> >>>>>>> >>>>>>> Just some thoughts... let me know what you think! >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >