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ORPG Question

06-09-2006, 07:00 AM#1
Linera
I've been thinking about this.

Would it be a good idea to use a Turn-Based battle system instead of a Real-Time battle system in a multiplayer ORPG map?
06-09-2006, 07:20 AM#2
Jacek
It depends... if you implement turn based system correctly it can be fun... make sure you make some protection vs afk "MOVE U FUKING NOOB OMG AFK I LEAVE THE GAME", maybe some turn time limit or something like that.
06-09-2006, 07:27 AM#3
Captain Griffen
No. ATB might work, but turn based, hell no, due to the waiting.
06-09-2006, 07:32 AM#4
Linera
What about a Conditional Turn-based Battle or CTB system?

For those of you who don't know what a CTB system is:
Quote:
Final Fantasy X abandoned the ATB system in favor of the "Conditional Turn-based Battle" (CTB) system. In the CTB system, every participant in battle would be ranked according to speed. As this ranking was displayed on screen during battle, it was possible to know when a character and/or enemy would move several combat turns in advance, and to plan battles accordingly. Because the CTB system was completely turn-based, the time gauge was absent. This system was also used in the spinoffs, Final Fantasy Tactics and Final Fantasy Tactics Advance, although the terminology was not.
06-09-2006, 07:45 AM#5
Captain Griffen
CTBs are slowish in single player. In multiplayer they would be rediculous. Turn based = bad for multiplayer, unless it is a bunch of friends on LAN, and then it can still suck.
06-09-2006, 07:48 AM#6
Linera
so, if you think turn-based is bad for multiplayer then why would you suggest ATB?
06-09-2006, 08:06 AM#7
Blade.dk
Turn based action is good for some game/map types.

An RPG is not one of those game types in my opinion. Strategy games can be great when turn based, but RPGs.. No thanks.
06-09-2006, 01:02 PM#8
Tim.
Agreed, no one will want to wait online for 3 guys to make their move before attacking. Let alone if you have 12 players.
06-09-2006, 02:48 PM#9
Anitarf
Quote:
Originally Posted by Linera
so, if you think turn-based is bad for multiplayer then why would you suggest ATB?
Because ATB, as long as it doesn't pause while it's a player's turn to choose his action, is still real-time in a way; a player can't stall the game by being afk.

Turn based just doesn't work well in warcraft, it works in strategy games like civilization where each player has one day to make his turn.
06-09-2006, 03:33 PM#10
Captain Griffen
ATB != turn based.

ATB = real time with individual units only being able to make an action in a set period of time.
06-09-2006, 11:41 PM#11
Ignitedstar
Maybe if it was more like the older final fantasy's, where there was a guage, but players can only control their specific characters while their ATB guages move according to when the players use their turn. Or, but you can a longer type of ATB, where there is a total amount of turns the ATB can hold.

(This will sound like a tutorial. Oh well. Oh, and sorry for trying to make it look fancy)

---

Example 1:

ATB: {lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll}
ACT: .......1.....2.....3.....4......5.....6.....7.....8.....9

NOTE: It doesn't have to be that long, but it works for now.

When the ATB charges, it will go past the numbers. When it does, it shows how many ACT(actions) they can perform.

Example 2:

ATB: {lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll}
ACT: .......1.....2.....3.....4......5.....6.....7.....8.....9

When the guage charges to 1, the character is allowed to do one action. This action will consume one ACT and restarts the ATB.

Example 3:

ATB: {lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll}
ACT: .......1.....2.....3.....4......5.....6.....7.....8.....9

When the ACT goes to two, the character can do two actions. Since each action only takes one ACT, the character will have one ACT remaining after they use a turn.

Example 4:

ATB: {lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll|lllllllll}
ACT: .......1.....2.....3.....4......5.....6.....7.....8.....9

When the ATB maxes out, it won't go any further until the ACT is used.

---

If you were going to do it this way, then I'd make sure that some actions would take more then one ACT. An example would be that using skills/magic would take two ACT instead of one. (The gaps are done by the lettering itself. Sorry about that.)

And, you could probably do something like when the character walks, the ATB guage stops. This way, it'd more difficult to run away.

Hmmm... I remember seeing something like this SOMEWHERE. I don't remember, though.
06-10-2006, 12:22 AM#12
Tim.
Quote:
Originally Posted by Ignitedstar
Hmmm... I remember seeing something like this SOMEWHERE. I don't remember, though.
HeroRPG.
06-10-2006, 08:23 AM#13
Freakazoid
I was thinking of making this idea, each player has 1 minute to make orders through the battle, ex 6vs6, so when the time expires, a cinematic mode starts, and the fight would be based of the orders.

RPG = *Role* Playing Game
*Role* = 1/2 turn based.

1/2RPG = Turn based playing game
06-10-2006, 08:40 AM#14
Linera
So do turn-based but each player only has say 2 mins to make a move?
1 min might be too fast
also by a vote give them a chance to turn off the move timer, which removes the 2 mins to make their move in?
06-10-2006, 09:28 AM#15
Ignitedstar
Quote:
Originally Posted by Tim.
HeroRPG.

Uh... I don't think so... was it? I vaguely remember that HeroRPG actually only had an ATB guage with one whole bar, not a bunch of segments. Oh well.

Maybe it's time to be innovative and think of a new Time based thingy...