Post by KingSpoom on Mar 22, 2005 13:50:30 GMT -5
This topic will discuss some of the mechanics of the systems and features Legions of Wrath will have. Feel free to ask any questions you may have about them, but realize that some specific information might not be revealed.
Custom Battle System:
The custom battle system will be a side-view, wait-time battle system. The Enemies will be aligned on the left and the players on the right. Life will be displayed at all times, as will magic and how close you are to your next turn. There are 12 different status effects that can be applied to you or the enemy. Equipment might not be able to be changed mid-combat, but there is no major reason to do so. Both skills and spells cost FP (fatigue points) to use. Light, Medium, and heavy normal attacks are available at varying hit rates, critical rates, damage rates, and time rates. At most there will be 4 party members at once and 6 enemies at once.
Spell System:
Magic in my world is more common than most. Magic is taught at a very young age and takes years to begin to master. It is easy to tell who can use magic, as they can manipulate their energy easily (read: they start with transfer hp and transfer fp). Elements are somewhat less important in my game. Fire isn't going to deal twice as much damage to say undead, like in other games. Weakness' still exist, however. Most spells are learned naturally, through experience in combat. Some spells are learned in other ways.
Skill System:
Skills are slightly more important in my game than in others. There is more or less a balance between the number of spells and the number of skills you have. Those with more spells will have less skills, and those with more skills will have less spells. Skills are more personal than spells as well. A power-up spell may enhance the whole group, where-as a power-up skill will affect only the user. Some skills are learned by level-up, other skills are learned outside of leveling and do not require a level.
Party Back-up System:
Since my custom battle system only accounts for 4 party members, and I try to be a bit more realistic than most... The remaining party members will join the battle upon defeat of the entire initial combat party. So if you have 5 party members, and the 4 that were in combat all die, the 5th party member will come in and have a go at it. If he fails... game over.
Party Change System:
Since (as I have mentioned before) only 4 members will be in combat at once, and you will have more than 4 party members at times, you will need to be able to rotate the characters in and out while outside combat. The main character will probably have to remain in the group, but any of the other three spots can change.
Status Effects:
There are a total of 12 status effects in the game. One of them is death, and one of them is special to a specific character. Out of the remaining 10, 5 are positive and 5 are negative. Each one has a different purpose. Only death will remain after battle so far. No effect will wear off naturally in combat. 3 negative status effects will affect most bosses and the other 2 will affect some bosses. This was done to adjust the difficulty curve and to make such spells more effective.
More Coming soon...
Custom Battle System:
The custom battle system will be a side-view, wait-time battle system. The Enemies will be aligned on the left and the players on the right. Life will be displayed at all times, as will magic and how close you are to your next turn. There are 12 different status effects that can be applied to you or the enemy. Equipment might not be able to be changed mid-combat, but there is no major reason to do so. Both skills and spells cost FP (fatigue points) to use. Light, Medium, and heavy normal attacks are available at varying hit rates, critical rates, damage rates, and time rates. At most there will be 4 party members at once and 6 enemies at once.
Spell System:
Magic in my world is more common than most. Magic is taught at a very young age and takes years to begin to master. It is easy to tell who can use magic, as they can manipulate their energy easily (read: they start with transfer hp and transfer fp). Elements are somewhat less important in my game. Fire isn't going to deal twice as much damage to say undead, like in other games. Weakness' still exist, however. Most spells are learned naturally, through experience in combat. Some spells are learned in other ways.
Skill System:
Skills are slightly more important in my game than in others. There is more or less a balance between the number of spells and the number of skills you have. Those with more spells will have less skills, and those with more skills will have less spells. Skills are more personal than spells as well. A power-up spell may enhance the whole group, where-as a power-up skill will affect only the user. Some skills are learned by level-up, other skills are learned outside of leveling and do not require a level.
Party Back-up System:
Since my custom battle system only accounts for 4 party members, and I try to be a bit more realistic than most... The remaining party members will join the battle upon defeat of the entire initial combat party. So if you have 5 party members, and the 4 that were in combat all die, the 5th party member will come in and have a go at it. If he fails... game over.
Party Change System:
Since (as I have mentioned before) only 4 members will be in combat at once, and you will have more than 4 party members at times, you will need to be able to rotate the characters in and out while outside combat. The main character will probably have to remain in the group, but any of the other three spots can change.
Status Effects:
There are a total of 12 status effects in the game. One of them is death, and one of them is special to a specific character. Out of the remaining 10, 5 are positive and 5 are negative. Each one has a different purpose. Only death will remain after battle so far. No effect will wear off naturally in combat. 3 negative status effects will affect most bosses and the other 2 will affect some bosses. This was done to adjust the difficulty curve and to make such spells more effective.
More Coming soon...