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I wanna hear what you guys think the best couple battle systems in an rpg are. (FF type rpg)
I'll start it off by saying my top 3:
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Uh oh. Last time something like this was brought up, it turned into a childish fight about Realtime versus Turn-based battle systems. It sounds like you're actually trying to get something out of this, Demiscus. But still I fear. :eek:
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Heh. Well if it ever comes down to that I guess I'll just have to delete the thread.
BTW: I've heard a bunch of good stuff about FFT, but haven't gotten a chance to play it yet....
Boy, thats tuff, I like a lot of battle systems. I really like the ATB system. Normal turn based battles are boring for me, but if they add some variety, turn based can be a lot of fun. FF X's system features a creative turn based system, and I love it. Some of the battles can be very intense, although my favorite part is the character switching.
Final Fantasy Tactics has a great system. I haven't ever played it, but my friend has it and has shown me some battles, they look like a lot of fun.
Xenogears has an awesome system, I love how the combo's work and everything. I wish I owned it...soon, maybe. I actually plotted out a sequel to the game (doesn't follow plot line, just system). It started out as just another plan for an RPG until my friend convinced me to base it off of Xenogears. I wish I had a way to submit it to them, see if the like it...get a job...
Summoner has a fun battle system. Real time and you control one character while the others auto fight, and the chain attacks are great. Although the best part of that game is when the characters parry. They sword (or other weapon) actually blocks the attack, its really quite impressive to watch.
Thats all I can think of right now, though I know I'm missing something.
Actually, xenogears is based off a book. (A group of six books a believe) A game is made that's called xenosaga that's based off the first (in chronological order) in the series..... but good luck with that
Actually, I lost most of my papers and stuff that I had. I didn't know Xenogears was based on a book series, thats kinda cool. I was counting on the fact that game companies never accept submissions for game ideas as an excuse for not bothering. The only part that I was proud of was a big boat that turned into one of the characters' Gear.
I'm a big fan of Final Fantasy Tactics' deep battle system, but since it was really more of a strategy game than anything else, I hesitate to compare it to "traditional" console RPGs. Granted, FFT had a magnificent storyline, but the game was essentially a sequence of battles tied together by cutscenes. So I think it's an "apples and oranges" type of situation.
Although it's a bit dated now, I'm quite fond of Chrono Trigger's battle system. I love how you fight the enemies on the same map you encounter them on, rather than switching to a generic graphic that's meant to represent your location. Also, the "team attacks" were lots of fun, and the monsters & villains had lots of personality.
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Quote
Originally posted by Cafall: **Uh oh. Last time something like this was brought up, it turned into a childish fight about Realtime versus Turn-based battle systems. It sounds like you're actually trying to get something out of this, Demiscus. But still I fear. :eek:
**
If i can recall, it had over 150 posts in it, that's iLL...but the reason behind that was to give feedback(even though to a point it was meaningless) on what system should be implemented in CGE...
but i would say i NJoyed: FFTactics (strategic fun and reallly allows you to set up some cold blooded scenarios, like targetting a friendly with a massive spell, sending it into the midst of the enemy, a suicide bomb, minus the suicide) FF7 (simple clean , and i love summoning an enraged Hades to do my bidding) and Legends of Legaia (nothing like pulling off a 99hit combo that sends Seru screaming to the other side)
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Yeah Legend of Legaia's battle system was pretty cool. I happen to have a huge grudge against FF7 though... Does anyone else just DESPISE the materia system?
That system makes all the characters exactly the same except for a couple of things: equipment and limit breaks. At least in FF6 each character also had their own skill, whether it was using chain saws, or morphing into mini-goddess.
breath of air Apart from everything else about FF7 the plot sucked, the game was too easy (i beat the boss of the game in one hit.... 1 hit?????), it had some kewl minigames, and everyone thinks its the best rpg ever end of breath
Now that has nothing to do with anything but its still true ^_^
I liked the combat system in Suikoden/Suikoden II, for whatever reason. I liked the attack animations and the special 'unite' attacks that could be pulled off with particular characters and certain spells, producing additional, sometimes very funny, animations. Suikoden II might be my favorite psx rpg, but I haven't played all the rpgs available for the console. Persona 2 for the psx, if I've got the right title, had a vaguely similar unite system, but finding out what would work was much more cryptic than in the other series.
I loved Final Fantasy V's job system. Rather than have unique characteristics, each character could be set on one of about 15 or so different "jobs" such as knight, monk, hunter, thief, alchemist, summoner, or one of four varieties of mage (black, white, blue, red), each with their own statistics (monks have higher HP, mages higher MP, thieves higher agility, etc.). As you win battles, your characters gain "ability points." Each job class has anywhere from 3 to 7 ability levels before it is mastered, and gaining enough ability points will allow a character to gain another ability level with their current job class, meaning they can still use that level's ability after they switch to another job. Each character has one battle menu slot open, allowing them to use any one ability they've learned from another job class. The result is that you could make, say, a monk who also has the summoning ability.
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Okay, I've always wondered, Black Mages cast offensive spells and White Mages cast healing spells, what do Red and Blue mages cast? FFIX included...ummm...the blue guy...ummm...uhhh...oh, Quina, who used blue magic by eating enemies (perhaps blue magic is enemy skills?) and the presence of an overwhelming number of red mages, yet they never told you what the red mages did (except wear red clothes). Or else they did and I just missed it.
It might be fun to make a patriotic mage by giving them the Red, White, and Blue Mage Classes (only applicable to those inside the US, other countries vary based on flag color).
I was always particularly fond of the Materia System from FFVII, with all of the materia combinations and stuff. I particularly loved how someone who had never played the game would become completely lost when you started equiping materia.
FFVIII was interesting with the GF's controling the skills, gaining the characters exp was secondary to learning the skills for the GF's and raising their compatibility. I was so frustrated with all the people who realied on their GF's to bail them out every single battle, then getting stuck halfway through the game, that I attempted to play the game without ever summoning a single GF. It worked very well until I tried to beat Brothers and wasn't strong enough, and couldn't fall back on my GF's who only had skills that helped the characters and horrible compatibility. I couldn't hit them hard enough each round to beat the regeneration they have while touching the ground. As a side question, has anyone here beaten the game, or at least gotten close, without summoning a GF?
blue mages: enemy skills red mages: white and black spells, but not as powerful as white or black mages. ie)
lets say their are 10 levels of spells black and white mages could get. red mages could get to level 5 in both. (Usually red mages only get white and black, but I'm sure you couldnt find some game where they also got another type of spell. It basically just means they get everything, but they're not as powerful)
C'mon kiddies, get back to the battle systems or I start posting SA pics.
Personally, I say you should chose your own battle system, I'd love to see a turn-based option, but most of my major plans use real-time... But I'm not doing ANYTHING until I figure out the best way to make battles more lively instead of just monsters rushing twords you and attacking rapidly... I'm trying to figure out some "balance" system like Clan Lord had where you have to watch how often you attack and make sure monsters aren't all either player avoiders or suicide bombers.
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Shining Force's system is exceptionally cool... okay, so it's a strategy RPG, but I happen to like those. And catching three clods who are FOOL enough to stand right next to each other with a second level Blaze spell is a hell of a lot of fun...
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actually, I'm genuinely wondering what people like. I already decided I was going to make something similar to saga frontier and xenogears (kind of a mix plus my own special twist).
Anyways, about making monsters seem different. I was wondering about that too. It'd really be nice if you could change an npc's settings during runtime, rather than making another npc and trying to replace them in the exact spot the old npc was at.
Originally posted by Renyard: **Shining Force's system is exceptionally cool... okay, so it's a strategy RPG, but I happen to like those. And catching three clods who are FOOL enough to stand right next to each other with a second level Blaze spell is a hell of a lot of fun...
Right on, brother!
My favorite is from another Sega RPG: Panzer Dragoon Saga. Quick explanation:
You got action bars that fill up like FF, but you got 3, not 1: the more bars you wait on to fill, the more powerful the action you can take. While youre waiting for the bars to fill up, you are maneuvering yourself and your dragon (you ride a dragon) around your enemy(s) to the most advantageous of four different positions: N,S,E,W, while your enemy(s) turn and bank to try to keep you in the line of sight for their heavy attacks. Talk about epic battles. 25 minutes on one of them, and it was all fighting (I'd say the longest spell/attack animation was 6-7 seconds).
A close second would be Grandia/ Grandia 2. I suggest you Sony boys pick that up on PS2, even though I heard it was a bad port, it's still a bad port of a brilliant game.
myshkyn
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