[project1dev] Re: combat musings - injuries, status, party list, matchups and tagteaming

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 11:49:56 -0400

turnbased fantasy rpg version of americas army style gameplay  :-P

On Thu, Apr 30, 2009 at 11:47 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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!
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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