Alright as most of you know I am making a RPG.
I have a bad dilemma about two battle systems I can put into my RPG.
Here are the two of them:
1) Action Battle System:
<div class='spoiler_toggle'>ABS Definition</div><div class="spoiler" style="display:none;">
This type of battling involves the character attacking without having to wait for a turn. The difference between this and an adventure style game (one example would be The Legend of Zelda series) is that the character(s) and equipment do have stats that affect the overall conditions of battle, whereas in Legend of Zelda, a number hits to defeat the enemy and damages from the enemy remain the same, only being decreased by one or by half if the player gains a more powerful weapon or armor (which are few). Because the concept of the turn is not around, the stat "speed/agility" plays little or no factor, unless it determines the actual movement speed or some other factor of the character. All a character has to attack an enemy is use the attack command (usually by pressing a button) when the enemy is in range. So if the character has a sword, the enemy must be in the character's swing to get hit. If the character is using a bow and arrow, the enemy must be in the arrow's path.
Most MMORPGs use action-based battling. Variations of the system do exist, notably the Tales series where the battles were side-scrolling and later to a small area, and the Star Ocean series, where battles are fixed to a small area.
One of the first games to use action-based battling was Crystalis, although the system probably never gained popularity until Secret of Mana was released.
</div>
Picture: <div class='spoiler_toggle'>Spoiler: click to toggle</div><div class="spoiler" style="display:none;">
No, This is not my game -.-</div>
2) Side View Battle System:
<div class='spoiler_toggle'>SVBS Definition</div><div class="spoiler" style="display:none;">One of the first forms of battling in video game role-playing games and is the most widely used. The most famous game to popularize turn-based battling is Dragon Quest, although it was not the first game to have it.
There are two main types of how the system works.
1. Group turn system: The player can input the commands of all of the characters before the action begins. This tends to have more strategy to it and is considered to be the traditional turn based system.
2. Individual turn system: The action of a character or enemy is immediately executed once a command is inputted.
Turns are based upon the participant's speed (or agility) attribute; the one with the highest speed goes first, then the one with the second highest goes next and so on. If there are several participants with the same speed stat, one of them will randomly go first. Once every participant has gone in sequential order, this usually marks a larger turn. If the speed attribute of a participant was affected during this larger turn, some games put it in effect in the next larger turn, while others have it immediately in effect as long as the participant hasn't had his or her turn.</div>
Picture:
<div class='spoiler_toggle'>Spoiler: click to toggle</div><div class="spoiler" style="display:none;">
Again, this is not my game.</div>
Please don't flame this saying "Post this in your own thread!" because I just want opinions from people who are not in my project aswell.
If you would like to join my project:
http://forums.the-bell-tree.com?topic=7268392/1/
This was not to advertise my RPG.
I have a bad dilemma about two battle systems I can put into my RPG.
Here are the two of them:
1) Action Battle System:
<div class='spoiler_toggle'>ABS Definition</div><div class="spoiler" style="display:none;">
This type of battling involves the character attacking without having to wait for a turn. The difference between this and an adventure style game (one example would be The Legend of Zelda series) is that the character(s) and equipment do have stats that affect the overall conditions of battle, whereas in Legend of Zelda, a number hits to defeat the enemy and damages from the enemy remain the same, only being decreased by one or by half if the player gains a more powerful weapon or armor (which are few). Because the concept of the turn is not around, the stat "speed/agility" plays little or no factor, unless it determines the actual movement speed or some other factor of the character. All a character has to attack an enemy is use the attack command (usually by pressing a button) when the enemy is in range. So if the character has a sword, the enemy must be in the character's swing to get hit. If the character is using a bow and arrow, the enemy must be in the arrow's path.
Most MMORPGs use action-based battling. Variations of the system do exist, notably the Tales series where the battles were side-scrolling and later to a small area, and the Star Ocean series, where battles are fixed to a small area.
One of the first games to use action-based battling was Crystalis, although the system probably never gained popularity until Secret of Mana was released.
</div>
Picture: <div class='spoiler_toggle'>Spoiler: click to toggle</div><div class="spoiler" style="display:none;">
No, This is not my game -.-</div>
2) Side View Battle System:
<div class='spoiler_toggle'>SVBS Definition</div><div class="spoiler" style="display:none;">One of the first forms of battling in video game role-playing games and is the most widely used. The most famous game to popularize turn-based battling is Dragon Quest, although it was not the first game to have it.
There are two main types of how the system works.
1. Group turn system: The player can input the commands of all of the characters before the action begins. This tends to have more strategy to it and is considered to be the traditional turn based system.
2. Individual turn system: The action of a character or enemy is immediately executed once a command is inputted.
Turns are based upon the participant's speed (or agility) attribute; the one with the highest speed goes first, then the one with the second highest goes next and so on. If there are several participants with the same speed stat, one of them will randomly go first. Once every participant has gone in sequential order, this usually marks a larger turn. If the speed attribute of a participant was affected during this larger turn, some games put it in effect in the next larger turn, while others have it immediately in effect as long as the participant hasn't had his or her turn.</div>
Picture:
<div class='spoiler_toggle'>Spoiler: click to toggle</div><div class="spoiler" style="display:none;">
Again, this is not my game.</div>
Please don't flame this saying "Post this in your own thread!" because I just want opinions from people who are not in my project aswell.
If you would like to join my project:
http://forums.the-bell-tree.com?topic=7268392/1/
This was not to advertise my RPG.