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

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 08:35:18 -0700

ok, maybe something good for next milestone then, to switch to side view
combat (:

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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