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My RPG battle system


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#1 Shane C   Crossbones+   -  Reputation: 1283

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Posted 17 October 2013 - 07:54 PM

Type: Turn-based, no time limit

Description: A slightly modified Golden Sun battle engine for my Final Fantasy VI style RPG. Graphics will still be side style like Final Fantasy VI rather than 3D looking like Golden Sun, though.

Attributes:

Level - the character's level
Experience points / experience points to next level
Status - Normal, Poisoned, etc.
Health Points
Magic Points
Attack power
Intelligence - Magic Attack power
Defense power
Speed - faster speed than the other character means you attack first. Double the enemy's speed and you attack two times, triple and you attack three, etc.
Luck - The higher the luck, the higher the chance of avoiding being attacked.

Other info:

Player Attack Power minus Enemy Defense Power = enemy hit points taken upon player attack
Enemy Attack Power minus Player Defense Power = player hit points taken upon enemy attack

Starting main character stats:

Level: 1
Experience points: 0
HP: 25
MP: 10
Attack: 3
Intelligence: 4
Defense: 2
Speed: 2
Luck: 2

Thoughts?

Sponsor:

#2 cardinal   Members   -  Reputation: 904

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Posted 17 October 2013 - 09:19 PM

What about magic defense? I would think certain characters have higher magic resistance than physical damage resistance.

 

Also, wouldn't you want a range of damage based on the relative attack/defense ratings rather than just being attack minus defense? Otherwise the game is pretty static in the sense that the same attack against the same enemy will always produce the same result.



#3 Shane C   Crossbones+   -  Reputation: 1283

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Posted 18 October 2013 - 02:54 AM

What about magic defense? I would think certain characters have higher magic resistance than physical damage resistance.
 
Also, wouldn't you want a range of damage based on the relative attack/defense ratings rather than just being attack minus defense? Otherwise the game is pretty static in the sense that the same attack against the same enemy will always produce the same result.


I thought about Magic Defense but it just seems unnecessary. For magic, the calculation would be Intelligence, multiplied by spell multiplier, minus standard Defense of the one being hit.

I can fix the static attack problem by adding a 10% fluctuation in damage. However, this means at the beginning of the game, attacks will always be the same, since you only do 2-3 damage and can't do 2.2-3.3, so I'll have to make the fluctuation 50% at the beginning of the game and decrease it over time.

#4 Navezof   Members   -  Reputation: 1266

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Posted 18 October 2013 - 03:00 AM

Once again, if your goal is to make a game based on another, I will recommend to use the same character sheet, or just take the attribute that you find interesting. :)

Some remarks about your system : 

- It's kind of basic. (But, once again, I prefer when their is a lot of attributes ^^ )
- Their is a lot of attribute you can add : Constitution, Wisdom, Charisma, Critics, Evasion, etc... As I said, look into already existing system :)

- Luck is only for evasion? I would use it as a "bonus" for all calcul (attack, defense, etc...) and have another attribute like Agility/Dexterity which is used for calculating the evasion.
- No weapon/armor affinity? A character can have a prefered weapon, and if he is equiped with it he has a bonus for the damage.
- Perks? Kind of like fallout, or the potential in Valkyria Chronicle II. It's something that is added at the start and give a bonus and malus. For exemple : Head-hunter, augment critic chance, but decrease precision. or something like that.
- Skills? Something giving you a bonus and can be gain through playing, for exemple : Fire affinity, after using too much fire spell, your fire spell will be more powerful.

And this is all I can think for now. I hope this can help you, or at least give you some ideas :)
 



#5 kseh   Crossbones+   -  Reputation: 2205

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Posted 18 October 2013 - 10:30 AM

Personally, I've never been that big on Luck stats. It's hard to get a sense of what it really does since it usually involves calculations behind the scenes. The only time I really remember enjoying having a luck stat was playing Fallout 2 when I dropped my luck stat to somewhere around 3 to build up the other stats. And then I met the pariah dog. Good times (not sarcasm).

You say for your game a high Luck will decrease your chances of being attacked. Truth is though, you sortta want to be attacked. At least, assuming that's the primary way that your characters are going to level up. If you have a stat that affects the number of encounters that the player will face from point A to point B, you're going to have a much harder time estimating the player's level progression between those two points. And there's a good chance that a player with a high level of luck that reaches point B isn't a high enough level to progress to point C and will have to grind away for a period of time or get frustrated being slaughtered repeatedly trying to progress to the next point. Neither sound particularly fun to me.



#6 Shane C   Crossbones+   -  Reputation: 1283

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Posted 18 October 2013 - 10:33 AM

You say for your game a high Luck will decrease your chances of being attacked. Truth is though, you sortta want to be attacked. At least, assuming that's the primary way that your characters are going to level up. If you have a stat that affects the number of encounters that the player will face from point A to point B, you're going to have a much harder time estimating the player's level progression between those two points. And there's a good chance that a player with a high level of luck that reaches point B isn't a high enough level to progress to point C and will have to grind away for a period of time or get frustrated being slaughtered repeatedly trying to progress to the next point. Neither sound particularly fun to me.


I mean attacked during battle. With a high luck stat, there is a higher chance an enemy will miss their attack, which is something you want. It doesn't decrease grinding.

#7 rpiller   Members   -  Reputation: 706

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Posted 18 October 2013 - 11:42 AM

No critical strikes? I like big numbers :)


Edited by rpiller, 18 October 2013 - 11:42 AM.


#8 Shane C   Crossbones+   -  Reputation: 1283

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Posted 18 October 2013 - 11:47 AM

No critical strikes? I like big numbers :)


Even though it sounds like extra work, I might add them. The odds of an enemy missing an attack or your character getting a critical strike will probably be (Character Luck * 2)% or (Character Luck * 3)%.

#9 rpiller   Members   -  Reputation: 706

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Posted 18 October 2013 - 11:51 AM

You could also drop speed and make agility and it could handle both attack speed and crit strike %.



#10 Shane C   Crossbones+   -  Reputation: 1283

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Posted 18 October 2013 - 12:11 PM

You could also drop speed and make agility and it could handle both attack speed and crit strike %.


How would I go about that mathematically? Remember, by the end of the game, speed or agility will be 14x-28x what it is at the start, assuming speed or agility is an ability that increases with level. Luck, on the other hand, won't increase with level but may increase slightly other ways.

#11 Anthony Serrano   Members   -  Reputation: 1256

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Posted 18 October 2013 - 04:46 PM

You could also drop speed and make agility and it could handle both attack speed and crit strike %.


How would I go about that mathematically? Remember, by the end of the game, speed or agility will be 14x-28x what it is at the start, assuming speed or agility is an ability that increases with level. Luck, on the other hand, won't increase with level but may increase slightly other ways.


One option is to make the character's level a factor in certain calculations, like critical hit rate, so that for example a level 1 character with 5 agility has a higher critical hit rate than a level 10 character with 5 agility. Essentially, such things become based on a comparison between the character's actual stat and the expected/average stat value for their level.

Another option is "opposed" stat checks, where one of the enemy's stats is a factor in the calulation - for example, the critical hit chance being based on how the character's agility compares to the enemy's.

A third possibility is some form of logarithmic relation between core stats and derived stats, meaning that e.g. the higher one's agility gets, the less each point increases one's critical hit rate. (For example, let's say the chance of a critical hit is equal to (2+ln(agility+1))%; in this case, even with 0 agility, a character will still have a 2% chance to crit, but would need 2 agility for a 3% chance, 7 agility for 4%, 20 agility for 5%, and a staggering 2980 agility to reach a 10% critical rate.)

#12 powerneg   Members   -  Reputation: 1463

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Posted 19 October 2013 - 07:07 PM


I can fix the static attack problem by adding a 10% fluctuation in damage. However, this means at the beginning of the game, attacks will always be the same, since you only do 2-3 damage and can't do 2.2-3.3, so I'll have to make the fluctuation 50% at the beginning of the game and decrease it over time.

 

You can give a character a minimum attack and a maximum attacks.

Or instead transfer all randoms stats to items;

meaning a character has 2 attack and his sword adds 0-1 to his attack.



#13 Deadghost GreenGrass   Members   -  Reputation: 146

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Posted 22 October 2013 - 11:44 AM

I like the small number and "staticness" on the lower levels but I really believe that the luck factor can totaly fuck it up. When you are dealing with these small number tactics will play a huge role in combat, adding luck to that will only make the players frustrated. Thats what happened to the first game I released on PSP Mini, it was a slow turnbased tactical combat game with long, LOOOONG fights and with close to perfect balance (almost like chess). But we had a attribute called luck which doubled everything in the game if you rolled it when doing a action, it could totaly shift the power from one player to the other even if the other player had total dominance for the majority of the game. Sure it was fun when we were developing it, screaming curses at each other when someone lucked out, but the more we played the more we found out that it was more frustrating then fun.

 

There is a reason they removed dodge from League of Legends

Cheers!



#14 powerneg   Members   -  Reputation: 1463

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Posted 23 October 2013 - 08:11 AM

@Deadghost GreenGrass: there is a difference between adding 10-20% luck and 100% luck
(in one 5k0% of the damage is luc the other is 9%-18%)



#15 Deadghost GreenGrass   Members   -  Reputation: 146

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Posted 23 October 2013 - 08:29 AM

Ofcourse, but luck has no place in a tactical game is what I am trying to say. Crits on the other hand is not luck per say, because you can counter it with say armor.

Let me put it like this, it was not luck that made it so easy for the German army to enter France so easily during WW2, it was because of the stupidity on the French side (look up "Maginot Line").

What I mean with this is that people may say "oh they were lucky!" but no, it's never luck, it's always the stupidity on the opposing side that leads to the so called "luck".

 

Another example. It's not luck if you manage to kill a sectopod in x-com with one blast from your heavy plasma, it's was the choice by the commander to arm all the soldiers with heavy plasma, he or she made his or hers own luck.

What im trying to say is that everything that happens in battle, success or failure, should always, 100% of the time, be the commanders triumph or fuck up, never "just lucky".

I think I spinned of alittle to much there tongue.png.

Cheers!


Edited by Deadghost GreenGrass, 23 October 2013 - 08:33 AM.





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