FzGhouL;154937 said:
Is there a way to auto-attack when you have the required stamina?
Another idea is to be able to set a state when arriving at a tile, such as "Block, Counter, or Stand." Where block would use a little bit of stamina to reduce damage, counter would use stamina to make you hit the enemy back, and stand would make it so you did nothing.
It just seemed like I was trying to fly between characters too fast, and every time they got auto selected when attacked, I'd have to rush to the other. For now its only semi-bothersome, but if you get battles of up to 5 or more characters versus enemies, it'll be tiring and very difficult to micromanage.
Another option would be to allow selection with the mouse, like an RTS, which is what it feels like I'm playing.
Great job Anaryu, its pretty good work.
A few fun notes:
1. Counter attacking exists, you can't use it yet because your characters don't have the skills, but you can actually equip a Weapon, Skill, or ITEM and target for a counter attack. ie. I get hit, I use a potion on myself. Or I get hit, I heal myself. Or I get hit, I case Rumble on my opponent.
2. The idea of choosing your tactic when you arrive at a square is a really neat one, one I never thought of. I might be able to do something with that; it would make countering less bothersome.
3. Combat Speed - The time between the turns (which is when all enemy decisions, Stamina/HP/SP recovery, and state removals occur) increases at an exponential rate as the party size increases. The exponential aspect is smaller, but basically by the time you have 5 or 10, the battles will be much slower, and enemies will take much longer between their attacks, giving you more time to respond.
But I definitely like the idea of choosing your "stance." I could probably make THOSE skills so you choose which equipped stance you want to be in at any time (no need to move). I'll see what I can do before Episode 2, but the change might not appear until Episode 3 depending; I'll think of something, thanks for the idea.
4. Multi-attacking. Attacking multiple times in a row right now is common because you only have 2 characters. Once you have more characters you'll find that you have to move around a lot more, and that you less often attack 3 times in a row or such. You also will find stamina less available as your start using counter attacks and using buffing skills and skills to do different status effects.
Did you know that in this Episode Kael can learn "Leg Sweep" to root enemies just like those bats were doing to you? It's even AoE.
Also, after Weaving Rayne can learn a second "Rumble" skill (or more if you have enough EXP) and each time you equip "Rumble" past the first you increase it's damage by 50%? I haven't gone into even a small part of the detail in fights; so no worries, it balances itself later, it was designed around a 5-9 man team so having just 2 does feel a little off balance.
A multi-hit options would be nice, but it would add a very unnecessary menu that you have to deal with constantly. What if you want to attack 2 times instead of your possible 3 right now? Make it an all or nothing? What if you're clicking though menus and you accidentally hit "Just one attack" or whatever it's called? Due to stat usage, you'll later have characters that do hit and run very well... except they can't run without the stamina that they'd end up spending if Attack just hit as often as they could hit! It was sadly a tough balance, and what I'm working on now to help alleviate it is a smoother attack cut scene.
Also just FYI, when a character get's "auto selected" by being attacked the cursor goes BACK to where it was before after the attack happens, it's only there to show you the action (because on a larger map where everyone isn't on screen you want to know when a character offscreen is being hit) and so you can see the status of the character after the attack.