I would never actually encourage anyone to make one of those combat systems where the two teams line up and take turns hitting each other. I kind of see that as an embarrassing teenage phase of game design that I wish we could finally sweep under the rug and forget about it.
Personally, I love those types of combat systems. I've currently got 2 different games of FF3 going on my tablet and phone. I love running around and getting into those random battles.
Below: RPG Gaming Bliss
I think the best version of it so far was in Final Fantasy X.
- You could swap party members in and out at will, for free.
- Every weapon type had properties that made them uniquely useful. One guy had a ball he threw, and it was effective against aerial enemies. Another guy had a giant great sword, and it was useful to penetrate the shells or heavy armor on some enemies.
- The magic was the same. There were very precise rules with how everything worked and everything had an element to it that opened up a weakness. There were some crazy fights where you had to cast reflect on your own party members and use them to bounce spells off of and onto the boss.
- There are icons on the side of the screen which show you order of the upcoming turns. This makes a HUGE difference, and I miss it when playing the older titles. On the harder encounters, and especially boss battles you had to take that into account and manage every turn to the fullest. HASTE and SLOW became very important to game the system and try and get the turn order to your advantage as much as possible. There are bosses that do a few little attacks, and then charge up a huge attack. You can see that you have X number of turns before that happens, so you have to try and dish out as much damage as possible and then save enough turns to brace for the power attack.
Edited by Daaark, 06 February 2013 - 03:05 AM.