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Jihgfed Pumpkinhead Stephen Hawking
Joined: 21 Jan 2003 Posts: 259 Location: Toronto, Canada
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Posted: Sun Jun 22, 2003 5:37 am Post subject: Timed Battles |
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Just an idea for a combat system, in case anyone needs one.
It's basically normal RPG combat, except that there's a timer. You fight an enemy, the timer goes down while you do so. You lose if the timer runs out. You lose if you die. You win if you kill your enemy.
Yeah, this has been done before for certain dramatic battles, but it would be nice to see an entire combat system done like this, rather than just having it be tacked on. You can then work in many more strategic elements.
It would be particularly nice if you can actively guide character progression: imagine at each level, you can raise your Strength by 1, or your Stamina by 2. It's a question of maintaining that perfect balance, so you're tough enough to survive but powerful enough to kill your enemy before time runs out.
Best thing about it is that it's simple to program, and very intuitive for the user. Presents a lot of toughness vs. time tradeoff strategies.
It's not revolutionary, by any means, but "Fight, Defend, Run, Item" can get a little old. This is just a way to spice things up.
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korndog I wanna be a ballerina!
Joined: 03 Jun 2003 Posts: 24 Location: Texas
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Posted: Sun Jun 22, 2003 6:18 am Post subject: |
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I imagine that something would need to be worked into the storyline to explain why every battle can only last for so long. Or maybe a "mental stress" factor that determines how long a character can last in battle before "losing it". Otherwise it might end up like those old platform games where you must complete a level within a time limit or your character dies, no explanation given.
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Jihgfed Pumpkinhead Stephen Hawking
Joined: 21 Jan 2003 Posts: 259 Location: Toronto, Canada
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Posted: Sun Jun 22, 2003 6:47 am Post subject: "Our heroes scoot around in their turbo-cycle..." |
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korndog wrote: | Otherwise it might end up like those old platform games where you must complete a level within a time limit or your character dies, no explanation given. |
I do hope you're not showing any disrespect to the Brothers Mario.
Some device by which to explain the countdown would be nice, though. I had originally conceived of the idea for a game I was considering for the compo, about an old man who; well, it's complex, but he was basically insane, fighting hallucinations. He felt time was slipping away, you see. So it sort of worked for me.
But then I realized the compo was more geared towards games which were themselves nostalgic, rather than games about notalgia. Shucks.
The mental stress thing could work ("Cthulu: the indie-RPG", anyone?). You could also have: "our heroes scoot around the hazardous wastes in a protected vehicle from which they emerge to fit their enemies, thereby exposing themselves to the harmful gas, blah, blah, blah".
So, yeah, it ties into the story in only a very lame and forced way, but if it's a great gameplay mechanic (which remains to be seen), I wouldn't care too much.
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Sun Jun 22, 2003 5:10 pm Post subject: |
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I never liked the "die-when-the-countdown-reaches-zero" mechanism. It's too abrupt, too absolute, too restrictive, too illogical. However, there are a number of ways to keep the time pressure in more subtle and logical ways. For example:
- Enemy reinforcements arrive after n turns/seconds.
- Take damage from the environment each turn/second.
- Winner of combat is declared after n turns/seconds. The side that dealt more damage wins.
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akOOma Wandering Minstrel
Joined: 20 Jun 2002 Posts: 113 Location: Germany
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Posted: Sun Jun 22, 2003 7:33 pm Post subject: |
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I wouldn't use a realtime-timer, but something like that:
-attack #1: 4 SECs
-attack #2: 10 SECs
-attack #3: 3 SECs
....so everytime you use an attack, your timer decreased by one of those numbers....
more strategy will appear in RPGs again....
what do you think??? _________________ Keep on codin'
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Just another post to increase my rank...
Last edited by akOOma on Tue Jun 24, 2003 12:32 pm; edited 1 time in total
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Tue Jun 24, 2003 5:34 am Post subject: dunno |
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Hmm... having a time limit for every battle would get old pretty quickly, especially since it has the potential to turn any battle into a game-threatening confrontation if the player isn't fast enough.
Having a sanity gauge, while certainly not a new concept, would be pretty groovy for a horror-RPG.
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js71 Wandering DJ
Joined: 22 Nov 2002 Posts: 815
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Posted: Fri Jul 04, 2003 11:02 pm Post subject: |
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You should be able to upgrade the time on the clock at each level.
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Ironshanks Wandering Minstrel
Joined: 17 Feb 2003 Posts: 134 Location: Shiner's Peak
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Posted: Sun Jul 06, 2003 5:33 pm Post subject: |
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I wouldn't just KILL the player after a certain time, that would not only be too abrupt, but more frustrating than enjoyable for me.
I like what Rainer is saying, in fact, my suggestion would be that after a certain time limit there are negative effects put on the player. Like with the insanity thing, attacks would become erratic and less accurate, and maybe spells couldn't be cast, but the player could keep fighting anyway. _________________ That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
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