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Scrim
Mandrake's Little Slap Bitch


Joined: 05 Apr 2007
Posts: 69
Location: Canada

PostPosted: Sat Jan 26, 2008 4:19 pm    Post subject: Multiple combat systems or one? [quote]

I've had an idea for a while to do a Sci Fi RPG. It's still very much in the planning stages, but I was hoping some of you could give me some input on a question I have about the combat system as I can't decide how to proceed.

The main part of the game will be the player's party (a squad of 4, probably) landing on and exploring various planets. Combat, when it occurs, will be turn-based and take place on a 2D grid, with each character moving around independently. I'm hoping the result will be fairly tactical firefights between the party and various groups of badguys.

The player will also have a ship to fly between planets and explore the galaxy. I want most of the game to focus on the "ground-based" exploration and action but I would like to have space battles as well. Combat would be the player's ship and various character-piloted fighters against different enemy ships and fleets.

Now, my question: I could either have the space combat follow the same kind of mechanics (2d grid, turn based, same interface, etc) as the ground combat, which has the advantage of code re-use and keeping the "feel" of the game unified. Or, I could create a different combat system for the space battles (possibly quite different: maybe real-time, or hex based, or something else). In that case I could tailor the space combat system to better suit the subject matter (it would feel less like "a firefight in space"), at the risk of making things inconsistent and maybe even confusing for the player.

What would be your preference? One overall combat system that works at both levels, or distinct systems for each type of combat?
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ManaTroph
Monkey-Butler


Joined: 14 Nov 2007
Posts: 57

PostPosted: Sat Jan 26, 2008 9:00 pm    Post subject: [quote]

I think that as long as multiple combat systems are warranted it should be fine. And here i think that is the case. I've seen it pulled off pretty well when it wasn't really needed in a few games. I believe that having multiple combat systems in games like this should be verry entetaining, and an extra demension of gameplay depth. The player should look forward to getting the odd chance to try out the alternate forms of combat. So aside from the main combat (character based here i assume) alternate combat formats (like ship to ship combat) should be as different and unique as posible (not just to the game itself) and as such should be used sparingly. You want the player to want more each time you use your secondary combat, and it should make the player wonder whats coming the next time. Going with this idea it should be somewhat new and different each time (eg. different combinations of ships, weapons, and other gameplay elements which change with conditions like environmental factors.) This is an oportunity for you to really make your game stand out. So if you're up for the creative challenge then i believe this is good advice.

Good luck with what ever you decide to do.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Sat Jan 26, 2008 9:49 pm    Post subject: [quote]

I like the idea of using the same system for both ground and space combat. I think it's very elegant to apply to same system to vastly different scales, almost like a fractal. When you have two combat systems, there's always the danger that they won't balance properly or that one won't be as enjoyable as the other.
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Sat Jan 26, 2008 11:44 pm    Post subject: [quote]

I definitely think using the same (or a very similar) system for both is the way to go. Though just because it controls and works the same way doesn't mean that you can't play with the rules a bit :)

By the way, this sounds like a very promising project! Good luck with it.
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Jan 27, 2008 2:49 pm    Post subject: [quote]

I think using the same general system for both is the way to go because it will create continuity between the combat on the ground and in space. This will also lessen the learning curve for new players because they will not have to learn two completely different combat systems and the intricacies of each.

Additionally, if the systems were different, the player might really enjoy one combat system and hate the other especially if turn-based was mixed real-time in the same game since they appeal to completely different audiences.
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Scrim
Mandrake's Little Slap Bitch


Joined: 05 Apr 2007
Posts: 69
Location: Canada

PostPosted: Sun Jan 27, 2008 7:32 pm    Post subject: [quote]

Thanks for the input guys. Aside from ManaTroph's good points, it seems like the consensus is it's better to keep a unified system in both cases. I think that's what I'll ultimately do (with some tweaks at each case, naturally).

Verious wrote:
Additionally, if the systems were different, the player might really enjoy one combat system and hate the other especially if turn-based was mixed real-time in the same game since they appeal to completely different audiences.


That's a good reminder. Just because *I* like different combat styles doesn't mean everyone does. Sometimes it's too easy to follow one's own tastes without thinking about anyone else at all, and you can end up with a game that appeals to an audience of one: you. Not that that is always a bad thing, but if you're going to all the effort of making a game, you might as well make it fun for a few other people too I suppose.


Terry wrote:
By the way, this sounds like a very promising project! Good luck with it.


Thanks Terry. It's an idea I've had rattling around for a while. Now that I've got a bit more free time again I've been thinking I'd like to start some proper work on it. Who knows if it'll actually get off the drawing board though =)
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Jan 29, 2008 2:27 am    Post subject: [quote]

I think that space combat should feel more like an arcade game..something similar to a free-roaming shooter like Sinistar but maybe thats just me...

Goodluck with your game, I want to play it when you're done with it. :D
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RedSlash
Mage


Joined: 12 May 2005
Posts: 331

PostPosted: Fri Feb 01, 2008 2:05 am    Post subject: [quote]

I think separating space combat like an action game and ground combat as a turn-based strategy game would make the game seem a bit like two different games. I think if you kept both space and ground as turn based strategy and somehow integrated the action part into it (like it goes real-time when you select attack or something), then you can get the most of variety of game play style as well as overall consistency. Experiment with some options and I'm sure you'll find something that work. :)
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cowgod
Wandering Minstrel


Joined: 22 Nov 2005
Posts: 114
Location: Pittsburgh, USA

PostPosted: Fri Feb 01, 2008 3:46 am    Post subject: [quote]

I think having two different systems is fine, so long as they aren't drastically different.

Having a turn-based RPG-ish system for one and an arcade style shooter for the other would cause some people not to like the game.

Combining RPG and strategy would work a bit better because there's more overlap between those two markets.
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