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Battle Systems

08-29-2003, 06:39 AM#1
John_Drake
Which would you rather see in a single player RPG map, a turn based or a real time battle system?
08-29-2003, 05:44 PM#2
Toxicseaweed
Can u give us example of the difference?


Like Final Fantasy charge up? *thats just *%&#!#$ lame*
or u run around in a little closed area fighting the guys with normal constant swings?

and for turn based
everyone takes their turn hitting someone. Then they all get back in line?
05-11-2004, 01:01 AM#3
Shimrra
I voted real time because it is much more realistic. People don't just get in a line and take turns hitting each other, they press the advantage and hit the other guy as much as possible. Also, real time adds the element of speed to it's greatest. In turn-based, speed can determine who goes first, but in real-time, a fast person can slaughter a slow person, making it, as I stated before, more realistic.

Real time also allows for bosses and enemies that are really slow, but insanely powerful and resilant (Such as Bowser "The House" of Super Smash Bros. Melee) as well as really frail and weak characters that can hit so fast, you don't what's going on.

By the way, I like the demon model in our sig! Has it been released, and if not, will it be?
05-11-2004, 07:11 PM#4
ThyFlame
I chose turn-based, but I don't mean get in a line; I mean more of a final fantasy tactics type thing when you move around into different squares.
05-11-2004, 07:20 PM#5
Shimrra
I've never played Final Fantasy Tactics, but I've heard it's not that great. But then, I've never played it so I don't really know. Could you explain to me more about this style of game play?
05-11-2004, 08:22 PM#6
ThyFlame
Basically, map starts. You have an area of about 8 squares to put up to 6 characters in and face them however you'd like. Based on items and stats, a unit can move a certain number of squares when it's there turn. Turns are based on stats AND actions. Actions include moving or standing still and doing an action or 'waiting'. Everything has range, from black magic to melee attacks. Melee can attack one square in each direction (not diagonals). The range is basically diamond-shaped, not a square.

Accuracy, is also affected by where you strike the person, an attack from behind is more likely to succeed than one from the side or front.

Back > Sides > Front in terms of accuracy modifiers.

There's also, of course, the ability to harm your own party or heal the enemy, making where you center your attacks/spells more tactical.
05-11-2004, 10:45 PM#7
Shimrra
That could work if you wanted a more tactical type of game play, but I think that FFT type battles would be a little long for a normal, more action orientated game. It does, however, offer a variable of strategy into the game which would make it more difficult and could be a potentially advantageous thing to have in a certain type of game.
05-12-2004, 02:32 PM#8
Aiursrage2k
Though turn based rpgs are technically cool, I don't think I have seen one that is not too clunky that's why I opt for the hack and slash idea. Less time developing a new system that works against the way warcraft3 is structured, more time developing a map which is fun to play!
04-09-2005, 12:54 AM#9
Guest
Realtime because it's more "real" ^_^
04-09-2005, 09:06 AM#10
Guest
This is not the right form for posting this, just read the forum rules.
I'd rather see some turn based stuff because the triggering would be heavier, and because 1646465 people did not do it in war3 before...
04-09-2005, 08:17 PM#11
Taur
real time, turn based is sorta boring
04-09-2005, 09:46 PM#12
johnfn
Holy heck, what has this post gone though. Look, ThyFlame... toxicseaweed... Shimrra... Mmm, those were the good days :P

But um, this post has been double revived. First by Shimrra (Gasp, a moderator reviving a post, unthinkable!), and more recently by Hunter_Destruction, and for some strange reason I'm the first to catch it.