TheInquisitor
Sponsor
I've had a couple of ideas for status ailments recently. Just thinking about how one could spice up the traditional RPG battles without drastically changing the formula. The two I've most recently come up with are nothing ground breaking, but just put an extra spin on some of the standard RPG old favourites. Both of these skills would be required to work in an active battle system and not a turn based system.
1) First up is some new life breathed into Poison. Poison in RPGs at the moment is rubbish. You get it, take a pitiful amount of damage and then use an "antidote" that can be bought for peanuts. Surely this can be made far more sinister. It can; I call it Virus! I would consider this to be one of the worst, most dangerous ailments in a game. It would really challenge a gamer in a boss fight, especially the first time around as you might not know what to expect, or an NPC might give you a helpful warning. Maybe even the foe would provide a "helpful", insincere warning. The status ailment would work best when you have 4 people in your party and a single enemy like a boss.
Virus would be incurable. No antidotes would stop it and not even a legendary "Ribbon" or its equivalent would be able to protect our heroes. How I conceive it is that after being attacked, you have a 20 second timer over your character's head. This character would then have 10 seconds. After 10 seconds the virus would spread to another member of the team, who would then themselves have 10 seconds. By 20 seconds the infected character would die, requiring revival (Phoenix down). When they're revived, the virus is gone. If you revive a character, but another one has already been infected, they can again infect that revived party member and the devastating cycle continues. There would be only three ways survive Virus:
a) Kill off your infected party member as early as possible
b) Tactically wait until only one character is alive and near death and then revive another party member at the last minute.
c) Beat the enemy in time!
So that's the first. I think that puts a nice new spin on boring old poison and could make for a genuinely extremely challenging status ailment.
2) Second one is an adaption of Confuse. Confuse is pretty stale these days, you just start attacking targets at random. So I have designed Hallucigen. Hallucigen won't make you attack the wrong person, but it will throw you battle plans into disarray. Say you have four characters, John, Ringo, Paul and Sausages all with a unique look and unique attack skills. Say, for example, that one does healing magic, another does attacking magic, one does physical attacks and the last does items. With Hallicigen two things would happen:
a) The order of the party would get randomly mixed up, so instead of John, Ringo, Paul and Sausages on the battle screen from top the bottom it could be Ringo, Sausages, Paul and John or any other order. This would disorientate the gamer as their comfort with the usual order would throw them off.
b) To further befuddle the player, not only would the order change but so would their appearance. The battle sprite for Ringo would change to Sausages, maybe, or Paul to John. This would add extra confusion to the jumbled order of the players. The gamer himself would initially be confused that each individual character seemingly has different skills, so if you're desperately needing to use healing magic, it may come as a surprise that the wrong character has the abilities to do so.
The solution to this ailment would be simple - you'd just have to wait off the ill effects after a few turns. Then you'd return to normal. This ailment wouldn't do you any damage but its dangers would be that it would slow down your attacking play and perhaps leave your battle strategy disorganised!
------------------------------------------
Do you think these ideas for adapted status ailments would be good in a game?
If you want to contribute to this topic, feel free to do so by perhaps offering more to my ideas or even contributing your own. The more you think outside the box, the better. However, don't delve too far into changing the dynamics to a battle system. That should be reserved for an entirely new topic as here I only want to look at status ailments and how they can be developed further.
1) First up is some new life breathed into Poison. Poison in RPGs at the moment is rubbish. You get it, take a pitiful amount of damage and then use an "antidote" that can be bought for peanuts. Surely this can be made far more sinister. It can; I call it Virus! I would consider this to be one of the worst, most dangerous ailments in a game. It would really challenge a gamer in a boss fight, especially the first time around as you might not know what to expect, or an NPC might give you a helpful warning. Maybe even the foe would provide a "helpful", insincere warning. The status ailment would work best when you have 4 people in your party and a single enemy like a boss.
Virus would be incurable. No antidotes would stop it and not even a legendary "Ribbon" or its equivalent would be able to protect our heroes. How I conceive it is that after being attacked, you have a 20 second timer over your character's head. This character would then have 10 seconds. After 10 seconds the virus would spread to another member of the team, who would then themselves have 10 seconds. By 20 seconds the infected character would die, requiring revival (Phoenix down). When they're revived, the virus is gone. If you revive a character, but another one has already been infected, they can again infect that revived party member and the devastating cycle continues. There would be only three ways survive Virus:
a) Kill off your infected party member as early as possible
b) Tactically wait until only one character is alive and near death and then revive another party member at the last minute.
c) Beat the enemy in time!
So that's the first. I think that puts a nice new spin on boring old poison and could make for a genuinely extremely challenging status ailment.
2) Second one is an adaption of Confuse. Confuse is pretty stale these days, you just start attacking targets at random. So I have designed Hallucigen. Hallucigen won't make you attack the wrong person, but it will throw you battle plans into disarray. Say you have four characters, John, Ringo, Paul and Sausages all with a unique look and unique attack skills. Say, for example, that one does healing magic, another does attacking magic, one does physical attacks and the last does items. With Hallicigen two things would happen:
a) The order of the party would get randomly mixed up, so instead of John, Ringo, Paul and Sausages on the battle screen from top the bottom it could be Ringo, Sausages, Paul and John or any other order. This would disorientate the gamer as their comfort with the usual order would throw them off.
b) To further befuddle the player, not only would the order change but so would their appearance. The battle sprite for Ringo would change to Sausages, maybe, or Paul to John. This would add extra confusion to the jumbled order of the players. The gamer himself would initially be confused that each individual character seemingly has different skills, so if you're desperately needing to use healing magic, it may come as a surprise that the wrong character has the abilities to do so.
The solution to this ailment would be simple - you'd just have to wait off the ill effects after a few turns. Then you'd return to normal. This ailment wouldn't do you any damage but its dangers would be that it would slow down your attacking play and perhaps leave your battle strategy disorganised!
------------------------------------------
Do you think these ideas for adapted status ailments would be good in a game?
If you want to contribute to this topic, feel free to do so by perhaps offering more to my ideas or even contributing your own. The more you think outside the box, the better. However, don't delve too far into changing the dynamics to a battle system. That should be reserved for an entirely new topic as here I only want to look at status ailments and how they can be developed further.