Basically what the title says. In this time of age when everyone is doing CMS's and CBS's, does the default battle system have a place anymore? I mean, FF1 was re-made on the PSP, that sold, and RMXP's DBS is more complicated than that at least. The thing is I don't really want to spend the time to learn RUBY, at least not for my first game. (Although I can do a basic CMS via events.) My game's EXP gain revolves around quests: The main quest, side quests, and repeatable mercenary type missions that generate random outcomes. (Something I wish more commercial games had.) Therefore, monsters give minor EXP, (akin to an MMO) so if you're sitting around waiting for an ATB to fill up for each turn, leveling would take a while. With the DBS, the battles last as long as you make your commands.
However it's not like I'm using the DBS exclusively by itself. I've fiddled around with the battle events section in Troops, and I've figured out how to for instance make actors naturally regen a very small % of HP/MP per turn based on class without the need of wearing a particular armor, casting a spell, or using an item. I've also made my own version of slip damage, (it's more like poison) something other than RPGXP's default of 1/10 per turn. And I've also figured out how to make a skill that when cast, show a list of choices. (For what purpose I haven't thought of yet but I"m sure I can think of something.)
So basically while at the core my game still has the DBS, it's uses event commands to the fullest to make it more...spicy. Add on to the fact I have other activities to do in the game as well, so the DBS doesn't tire you out.
However it's not like I'm using the DBS exclusively by itself. I've fiddled around with the battle events section in Troops, and I've figured out how to for instance make actors naturally regen a very small % of HP/MP per turn based on class without the need of wearing a particular armor, casting a spell, or using an item. I've also made my own version of slip damage, (it's more like poison) something other than RPGXP's default of 1/10 per turn. And I've also figured out how to make a skill that when cast, show a list of choices. (For what purpose I haven't thought of yet but I"m sure I can think of something.)
So basically while at the core my game still has the DBS, it's uses event commands to the fullest to make it more...spicy. Add on to the fact I have other activities to do in the game as well, so the DBS doesn't tire you out.