Ambrosia Garden Archive
    • Turned based Battle System isn't hard... right?


      Everyone's talking about how they don't like the way coldstone's battle system works, I personally was happy when they did it, but then I thought, it couldn't be all that hard to make it differently. How hard could it be? You approach a monster. You enter battle mode. Everyone stops moving. You get a dialog box that asks you what you want to do. You have a list:
      Attack
      Defense
      Run
      Item
      etc...

      You choose to attack. Your characters zips over to the enemy and swings, possibly doing a certain amount of dammage then goes back. Monster(s) get a turn now. They attack you (you have one instance to block in which you might greatly reduce dammage) and go back to position. You can't open inventory during battle unless you choose item which will end your turn. Running will give you freedom to move where you'll have a certain amount of time to get out of the battle area and the monster will try to chase you. Faster monsters will be harder o run from.So on and so forth until someone dies. I'm sure you get my point.

      I know this sounds like a bunch of crap, but I'd bet money that it's possibly. As a matter of fact, I'm gonna try it when I get Coldstone just to proove that it's possible. Then I'll charge everyone $3.50 to purchase the scripting for it! Mwahahahahahahaaaaaa!
      ...or not

      (This message has been edited by Kireck L (edited 10-07-2001).)

    • I won't bet you on that one...
      Ever played Super Mario RPG? Sounds a lot like what you want.

      It's probably possible, but I doubt it's as easy as you'd like to think.

      BTW: Pay you $3.50? Ha! If you can do it, I can too. πŸ˜‰

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      'm just your average run-of-the-mill demon possessed, bloodsucking, headhunting, cold-blooded, hot-headed, pyromaniac.
      My name is Legion, for we are many.

    • And you are gonna set an event that occurs each time your player will encounter an ennemy ? That's gonna slow the game and... Make your game a lot bigger...

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      Finally, you have done it again, as it should have been so many years ago, the archmage powerful enough to gain possession of the ultimate spell. Armageddon is a powerful and frightening spell, as devastating to yourself as to mankind. You will no longer be eligible to receive protection from the council. From now on, you are on your own. Good luck, and may your powers be with you.

    • Interesting idea, and from what I can remember of the last beta, I think it could be done. Using Global Events instead of an event for each monster would probably work. You could transport to a psuedo-arena (with similar terrain to that which you were just in) and the said dialogue could appear. It might work, I'll play around with it when I get the next beta.

      Fresh new thinking in the Coldstone community!! Have some karma! πŸ™‚

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      Ladies and Gentlemen, as you know we have something special for you at
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      Let's take it back to the concrete streets, original beats and real live MC's...
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    • Quote

      Originally posted by Dark Madman:
      **And you are gonna set an event that occurs each time your player will encounter an ennemy ? That's gonna slow the game and... Make your game a lot bigger...

      **

      Don't think so, games like Ultima IV had that kind of combat management and weren't much heavy. Moreover if many people like the real time combat, others (like me) prefer to think carefully before acting (put it on the fact i'm a boardgamesaurus from the Avalon Hill reserve... πŸ˜‰ ), so why not implement this option?
      My two euros
      Ras

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    • Quote

      Originally posted by the Necromicon:
      **Fresh new thinking in the Coldstone community!! Have some karma!:) **

      Gee, thanks.

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    • Personally I think turn-based battle system is stupid. Is the monster (or whatever) really going to wait patiently while you decide if your going to attack or use an item? Oh well do whatever you want that's just my opinion.

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      ColdStoner

    • Quote

      Originally posted by ScrollMaker:
      **Personally I think turn-based battle system is stupid. Is the monster (or whatever) really going to wait patiently while you decide if your going to attack or use an item? Oh well do whatever you want that's just my opinion.

      **

      And personally, I think "Realtime" (hack and slash) battles are pointless and redundant. Sure they're more realistic, but not really. And besides, games AREN'T real. Albeit, realtime does not have to mean hack and slash, but many times it does. Some of us prefer a more strategically directed approach. So do what YOU want.

      Saphfire

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    • Quote

      Originally posted by ScrollMaker:
      **Personally I think turn-based battle system is stupid. Is the monster (or whatever) really going to wait patiently while you decide if your going to attack or use an item? Oh well do whatever you want that's just my opinion.
      **

      Well now, RT vs TB again... If the game is 'single player' ie, one human in control of all activity on the screen, then RT does make multiple party PC's rather difficult if not impossible.

      As for the comment about the enemy waiting for you to decide a plan/course of action, well, consider the 'real' games of football and baseball. Very turn based, very real, and many feel 'not stupid'.

      Skip

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      ...it wasn't me...

    • It's really wrong to compare football and baseball to turn-based RPGs. Even in console form, those sports have way more complexity than any RPG will ever have. Maybe because a sports team has more members and more variable parts; but also maybe because it takes real skill for a team to figure out how to throw the ball and steal bases and tackle (and skill to learn how to press the buttons at the right time, if you're playing a video game), while in a turn-based RPG all you have to do is initiate battles over and over again until your level rises to the right height. Don't get me wrong, I loved the old Dragon Warriors, but there is no skill involved, beyond figuring out which magic works best on what monster, simple stuff like that. I don't think that takes much skill to learn, especially if you always read the faqs, like a lot of kids now. (of course, the later versions of Final Fantasy might be different. I haven't played anything above V, wahaha~~)

      Also, a turn-based system gets so boring after a while. You know what I'm talking about. Thank god for emulators and fast-forward buttons... Gee, I wonder why Link to the Past never got boring πŸ˜›

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    • Quote

      Originally posted by Lpard:
      **It's really wrong to compare football and baseball to turn-based RPGs. Even in console form, those sports have way more complexity than any RPG will ever have. Maybe because a sports team has more members and more variable parts; but also maybe because it takes real skill for a team to figure out how to throw the ball and steal bases and tackle (and skill to learn how to press the buttons at the right time, if you're playing a video game), while in a turn-based RPG all you have to do is initiate battles over and over again until your level rises to the right height. Don't get me wrong, I loved the old Dragon Warriors, but there is no skill involved, beyond figuring out which magic works best on what monster, simple stuff like that. I don't think that takes much skill to learn, especially if you always read the faqs, like a lot of kids now. (of course, the later versions of Final Fantasy might be different. I haven't played anything above V, wahaha~~)

      Also, a turn-based system gets so boring after a while. You know what I'm talking about. Thank god for emulators and fast-forward buttons... Gee, I wonder why Link to the Past never got boring πŸ˜›

      **

      And button-mashing while you swing your sword in real-time doesn't get boring? Lotta skill involved there.

      Saphfire

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    • Could a moderator please lock this topic? Continuing the endless and pointless debate of real time versus turn based does not help anyone.

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      Money is not the root of all evil, Jar Jar Binks is.

    • There is one way, and one way alone that real time combat can be better than turn based/encounter.

      Make it so your weapon/attack is not spesifically targeted to the enemy. Instead, press a button, click, or whatever, and use your weapon. That is a LOT better than just clicking on a goblin to hack at it. Relating to this subject, here are the major reasons why I don't like POG:

      1. Ranged weapons are practically pointless because most everything you encounter just charges at you and it's hard to keep a good distance.
      2. I had to use the mouse. I hate it when I have to use the mouse--especially for fighting.
      3. If there were multiple monsters in an area, it would be next to impossible to just fight one if they all saw you. This makes adventuring a lot more frustrating.

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    • There have already been numerous topics about the Turn Based/Real-Time debate. Please use one of the previous ones instead of cluttering up the boards. When the topic was started, I thought it would be about Kirek's idea, but now it's drops back into the lowly bickering.

      Coldstone will be what it'll be, and I don't believe Ambrosia or Beenox will change the battle system.

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      Ladies and Gentlemen, as you know we have something special for you at
      Birdland this evening. A recording for Blue Note Records...

      Let's take it back to the concrete streets, original beats and real live MC's...
      "I don't know how radical you are or how radical I am. I am certainly not radical enough; that is, one must always try to be as radical as reality itself" - Lenin