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! >> >> >> >