Injury":19rt553g said:
As far as levels, it could be the illusion of levels, and in reality its just the scale of hp/dmg and difficulty. IE:
level 1
hp 100
Random monster damage averages between x and y per hit
then at level 50 (really difficult)
hp 100000
random monster damage averages between x(a) and y(b) per hit
I see what you mean, but after the discussion we had on
Should we ditch levels? I'm eager to get a system that doesn't need levels but scales by usage. For that, my thoughts are this:
In terms of scaling, the idea I have for that is:
Skills have cool down times. The more you use a skill, the less its cool down time becomes. After using it for X amount of times, it evolves into an entirely different skill.
As for difficulty; Maybe the enemies just get stronger and higher in number. The fighters could have stamina or something so after they attack X amount of attacks they have to rest.
Injury":19rt553g said:
OH another idea...Buffs too. There should be like a fever/limit/combo or whatever bar...as you build up, it randomly pulls a buff when you hit that level on the meter, and you can apply it to one or all, if its an AOE spell. Stuff like Fortify, raise defense, or Over Heal, heals all heroes and whatnot.
I like this a lot. Standard buffs should be obtainable, and perhaps the fever/limit thing should turn the skill you're using at that time into a group skill. I think combos should be something entirely different, your position on the field is somewhat of a commander role; you watch the fight and adjust your strategy to what's happening. The AI will have patterns to follow so that say one of the other members is low on health, they will go and help them fight the enemy all together however they aren't as versatile as you.
At one point I suggested having the ability to tell your team if they should attack or defend, but I feel that in this instance, it would not work. Perhaps it's something we could work on separately.
Injury":19rt553g said:
Also consider, Mana Death. No MP = Cast from Life or death. Hrm....Maybe have heroes attacking and they randomly get an Mana Potion that flies back and you have to pick it up to recharge your mana...something like that
Hmm, I like the idea of "If you don't have enough mana, you can cast from HP" but I feel that kinda self deprecation is too harsh while being too giving. How about; If you have 12 mana but want to cast a spell that costs 20 it takes the 8 from your HP. Maybe even add a penalty so that casting from HP costs more than MP or something?
coyotecraft":19rt553g said:
It'll end up more of a survival game, wont it? You don't have control on how long battles take. Essentially all you're doing is distributing points to stay afloat for a set period of time.
This is most likely how it will end up, yes. I'm thinking the AI should have their own set skills that takes stamina to use, so they won't just be attacking continuously. They'll actively be attempting to use skills to kill it, you're just trying to help your team survive to kill the enemies.
Injury":19rt553g said:
Agreed. Almost a tower defense game, once your offense dies off, you have to keep yourself alive, potentially build back up a combo, revive one, etc etc...This is my interpretation of it, what potion and his bro have in mind may be different, and there are other influences as well.
I'm here for the ride, but I'm not driving. I'd be hiring you in a heartbeat otherwise Senior Craft
In a way, the battle is like a tower defense game x'D
I agree with what you've said about keeping yourself alive and building up combos and limits.
I'm not entirely sure upon my bros view of this system. I'm trying to make a fun and seamless battle system all the while trying to keep it to something they like. I know a few key things that they wouldn't want in the battle, like menus and stuff but I have no idea upon their full view.
I'm glad you've come along for this. It's above and beyond my expectations. My bro just said "Why not just make a thread on HBG and see what they say. Just get a general feel" and I'm glad it's been this positive so far
Thank you guys :D