[2010-01-16 13:31:59] <Djinn> We've been discussing things in real-time.
[2010-01-16 13:32:08] <AndrewForRussFortheWolftime> Anyhow, fundamentally, we have a bare bones framework for the combat system. That's a functional starting place.
[2010-01-16 13:32:28] <Djinn> Well, we five people have discussed a functional framework.
BATTLEFIELD SUMMARY:
[2010-01-16 13:34:44] <Djinn> We're thinking about implementing a double-ring Hex grid with high movement in place to keep battles fast-paced and avoid SRPG movement lag.
[2010-01-16 13:36:41] <CmdrKing> So you could readily get from center to the edge with any character at a minimum? Make sense.
[2010-01-16 13:37:17] <Djinn> Yes, and leaning more that most characters can go from edge to edge. To allow for easy positioning, since there's going to be enemies and obstacles.
BATTLEFIELD SPECIFICS:
[2010-01-16 11:49:33] <Nyamagomi> For a double ring grid, it’s 25 spaces total for squares, compared to 19 or so for hexes. The hexes interlock better too.
[2010-01-16 11:51:35] <AndrewForRussFortheWolftime> Anyhow, realistically, our hex should have no similarities to WA4/5. It is just a grid shape.
[2010-01-16 11:51:48] <Djinn> Then characters shouldn't share hexes.
[2010-01-16 11:51:57] <Djinn> Especially if we're increasing the grid size.
[2010-01-16 11:53:25] <Cecilia> If movement range isn't high enough, not being able to move into the same hex as another PC causes problems very easily.
[2010-01-16 11:54:00] <Djinn> Fair point.
[2010-01-16 11:54:32] <Cecilia> It'll be four range from any one hex to any other hex, barring obstacles.
[2010-01-16 11:57:36] <Djinn> Then I think we should generally just give every character 4 move under this system then.
[2010-01-16 11:58:11] <Nyamagomi> 4?
[2010-01-16 11:58:18] <Nyamagomi> So basically, 'anywhere on the grid'
[2010-01-16 12:11:21] <Nyamagomi> Though...I'd be more for 2-4. (Allowing for a bit of character variety)
[2010-01-16 11:58:29] <Djinn> People can generally go where they want, the game should be more about strategic use of skills similar to a turn-based system.
[2010-01-16 11:58:46] <Djinn> Rather than movement being the big deciding factor.
[2010-01-16 11:58:58] <Djinn> Basically, I'm pushing for the game to be more like G3-battles than WA4-battles.
[2010-01-16 12:33:08] <Nyamagomi> Also noting that this provides an innate drawback to ranged/AoE
<Djinn> Not really. 4 movement on a two-ring hex grid still runs into the issue of 'oh, can't move into my enemy's square'. So ranged/ AoE still has its purpose.
<Nyamagomi> Oh, I know. It just means that ranged attackers in particular can't position defensively so easily
[2010-01-16 12:43:39] <Djinn> Can we put less emphasis on hex sharing? Like... let's not make ALL attacks ALWAYS hit an entire hex? I'd rather it be more individual-based. But we can obviously have skills and such that -do- affect a whole hex. But let's not make the shared hex the basis of our game. Instead, I think sharing Hexes should be merely a tactic to avoid movement clusterfuck issues.
[2010-01-16 12:45:25] <Nyamagomi> ST, in this case, is true ST.
[2010-01-16 12:45:45] <AndrewForRussFortheWolftime> That was the idea to me, anyhow.
[2010-01-16 12:45:46] <Cecilia> Could just make only AoEs hit whole hexes.
[2010-01-16 12:45:52] <Nyamagomi> Works.
[2010-01-16 12:45:54] <Djinn> Works.
[2010-01-16 12:46:18] <Cecilia> Being in the same hex can already be a detriment since it means enemies can target more people easier. So they get more choices. Assuming the AI doesn't blow of course.
TARGETING SUMMARY:
[2010-01-16 13:38:57] <Djinn> Allies can share Hexes, but basic attacks are true ST, they only hit one person in a full hex. Sharing hexes primarily serves the purpose of avoiding "Oh crap, I can't go there because my ally is in the way."
[2010-01-16 13:39:19] <Djinn> Other abilities can hit whole hexes or groups of hexes.
[2010-01-16 13:39:49] <CmdrKing> Elegant counterpart to group targeting.
COMBO ATTACKS:
[2010-01-16 12:46:31] <AndrewForRussFortheWolftime> Honestly, while I'm thinking on it. If we want combos/combo attacks, it should be based in hex sharing
[2010-01-16 12:46:48] <AndrewForRussFortheWolftime> That way there is some Risk vs Reward for it.
[2010-01-16 12:47:41] <Djinn> combos/combo attacks based in the same hex... well, it's the WA4 system all over again... but it's not a bad system there.
[2010-01-16 12:48:24] <Djinn> We could have both! Some combo attacks would require sharing a HEX, and some awesome ones wouldn't.
[2010-01-16 12:49:01] <Cecilia> Combo attack for surrounding the enemy *nod* WA4 has one of those but only on the enemy end. :/
[2010-01-16 12:49:27] <Djinn> Different requirements for different combo attacks. It would be another level to consider when choosing a party.
COMBO ATTACKS SUMMARY:
[2010-01-16 13:42:49] <Djinn> We're in favor of combo attacks (not really a combo system though), with the majority of them requiring PCs to be in the same Hex, but other combo attacks require different formations, or can be true 'anywhere on the map' combo abilities, depending on character.
SPEED THOUGHTS:
[2010-01-16 13:41:14] <Djinn> Speed is CTB, though I imagine if people are still married to the Grandia concept, there is still the possibility for turn cancelling and delaying.
[2010-01-16 13:42:04] <CmdrKing> Mimicing Grandia in CTB is easy enough ni most respects.
[2010-01-16 13:42:22] <CmdrKing> Charge times, heavy use of delay, and Cancel Strike.
[2010-01-16 13:41:49] <AndrewForRussFortheWolftime> (Can't comment there. I dunno how tthat stuff works)
[2010-01-16 13:42:00] <Cecilia> (Play Grandia 3.)
[2010-01-16 13:42:36] <Cecilia> Though in essence, you just use a specific type of move between the time someone chooses to charge a move and it activates.
TIMED ATTACKS:
[2010-01-16 12:52:04] <Djinn> Another issue I want to discuss... interactivity in fighting... Timed Attacks, Judgment ring? Things that make you not put your brain on auto?
[2010-01-16 12:52:31] <xorntoro-myboybuildscoffins> In general if your brain goes on auto you haven't made it difficult enough is my feel~
[2010-01-16 12:55:07] <Cecilia> Apathetic to timed hits. Not really against it but whatever.
[2010-01-16 12:55:23] <AndrewForRussFortheWolftime> It feels like something to keep in mind, but depending on length of fight and involvement, they might just get annoying.
[2010-01-16 12:55:26] <Djinn> Could we have -some- abilities that require timed hits or FF6 Blitz-like inputs or something? Just to shake things up?
[2010-01-16 12:56:04] <xorntoro-myboybuildscoffins> If one of the PCs ends up having it, sure. Pitch for it then?
[2010-01-16 12:56:23] <Nyamagomi> And yeah, save weird PC move inputs for the PC dev section.
[2010-01-16 12:57:05] <Cecilia> Not against a PC having timed hits or anything.
[2010-01-16 12:57:09] <Djinn> I'm just throwing out ideas.
[2010-01-16 12:58:19] <Nyamagomi> Djinn: We kind of need quirks spread amongst the 16+ characters anyway
FRIENDLY FIRE:
[2010-01-16 11:52:35] <Nyamagomi> ...hm. Friendly Fire on or off?
[2010-01-16 11:52:45] <Djinn> Variable.
[2010-01-16 11:52:52] <Djinn> Some skills do it, some don't.
CHARACTER SWITCHING:
[2010-01-16 13:01:45] <Djinn> Character switching.
[2010-01-16 13:02:53] * xorntoro-myboybuildscoffins needs to crash. Quick character switching input: while it partially depends on our end battle system result, I'd approve of at least some limited ability to do so.
[2010-01-16 13:02:55] <Nyamagomi> Hm, if we're incorporating movement, then there needs to be...likely 1+ specific spots would be chosen to switch to/from...if we're doing in-battle. I'm fine with at-will out-of-battle switching, of course
[2010-01-16 13:03:25] <AndrewForRussFortheWolftime> I'm losing interest in character switching. It just doesn't feel right in the system. It was awesome in MK because it was quick, smooth and based around the concept. Apathetic largely, at the moment.
[2010-01-16 13:03:26] <Djinn> I agree with Nyama.
[2010-01-16 13:03:47] <Nyamagomi> But that's if we want char-switching in-battle
[2010-01-16 13:03:50] <Cecilia> Six spots, corners of the battlefield?
[2010-01-16 13:03:51] <Djinn> We can have some characters that take advantage of the switching system.
[2010-01-16 13:04:42] <Djinn> I think having a lot of system options will allow us to differentiate our characters more.
[2010-01-16 13:06:11] <Nyamagomi> WA5 switching (which is what we'd be doing here) was INCREDIBLY inconvenient and pointless
[2010-01-16 13:06:38] <Djinn> Says you.
[2010-01-16 13:06:56] <Nyamagomi> (Partly due to the nature of WA5 characters. Partly because it took...one turn to get onto the switch hex, ANOTHER to switch out, IIRC)
[2010-01-16 13:07:09] <Cecilia> Not if you were already in the hex.
[2010-01-16 13:07:12] <Djinn> But we could definitely refine the WA5 system by making it a free action and allowing the new PC to actually do something.
[2010-01-16 13:07:39] <Cecilia> Yes, making it be a free action is good.
[2010-01-16 13:07:51] <Djinn> Maybe the new PC inherits the excess movement from the switched-out PC.
[2010-01-16 13:08:08] <Cecilia> It's an option if you feel a different PC is better suited for a battle.
[2010-01-16 13:08:13] <Cecilia> It shouldn't be anything more than that.
[2010-01-16 13:08:21] <Djinn> What Tal says.
[2010-01-16 13:08:50] <Cecilia> We're not designing a battle system around it like MK, it's just a nice feature.
[2010-01-16 13:10:11] <AndrewForRussFortheWolftime> Basically agreed with Tal in that regard, I suppose. Especially if we want to do a nasty hard mode that will force you to pull out all the stops
[2010-01-16 13:08:55] <Nyamagomi> ...well, okay. Admittedly, it'd get more useful in the fourth chapter (presuming we do three chapters, then a fourth (and possibly fifth) chapter where the three parties merge)
[2010-01-16 13:09:16] <Nyamagomi> But that's getting into plot flow
CHARACTER SWITCHING SUMMARY:
[2010-01-16 13:45:45] <Djinn> We're happy with the idea of character-switching, but we don't want it to be the focus of the system like MK. Instead, since we're leaning towards 4-person active parties with 1-2 reserves, we think we can incorporate character-switching simply as a mechanism for putting a character into your party if you think their skillset suits this battle better.
[2010-01-16 13:46:59] <Djinn> We think this can be implemented by having 6 switching points in the corners of the hex grid and requiring a PC to move to that point and switch. The switch is a free action and all PCs (active or not) get the same amount of EXP.
[2010-01-16 13:47:00] <CmdrKing> So something like... at the start of battle, once you see the enemies, you have a "Do you want to change party members?" option?
[2010-01-16 13:47:31] <Cecilia> Nah, because seeing a boss doesn't tell you what they do.
[2010-01-16 13:47:48] <CmdrKing> Ah, 'kay.
[2010-01-16 13:47:57] <Nyamagomi> Basically, free-action switch at the six corners is an option
[2010-01-16 13:47:59] <Djinn> Your idea is interesting too, but the switching points option is better for multipart battles and for getting a feel for the enemy... what Tal said.
[2010-01-16 13:48:57] <Cecilia> It's more just an option rather than a focus.
[2010-01-16 13:49:16] <Djinn> Additionally, we feel that specific characters can take advantage of any of these optional systems. Such as some having particular switching-in bonuses, or perhaps a skill that teleports the whole party to the nearest switching corner or something.
PARTY SIZE:
[2010-01-16 13:03:58] <Nyamagomi> Honestly, with parties getting as large as they are...
[2010-01-16 13:05:39] <Djinn> I'd recommend a 4-person active party. 3 always feels too limited.
[2010-01-16 13:07:00] <AndrewForRussFortheWolftime> (I was pushing for 4-5 active PCs)
[2010-01-16 13:07:34] <Nyamagomi> And yeah, if we're doing 5 active PCs, uh...not much point to switching
[2010-01-16 13:07:59] <Nyamagomi> Not unless Suikoden-size PC casts are going to be involved, and, uh, NO to that.
[2010-01-16 13:09:51] <Djinn> 4-person active party, with about 1 or 2 reserves per party. Then, during a mix-and-match stage, that's 4-member party plus up to 12 reserves.
[2010-01-16 13:10:14] <Djinn> When you have 12 reserves, there's going to be situations where you think "man, I wish I had so-and-so."
[2010-01-16 13:11:29] <AndrewForRussFortheWolftime> (Anyhow, I think I was running numbers at 4-5 active party, 2-3 reserve at the broken up point)
[2010-01-16 13:11:59] <Nyamagomi> Maybe make a ‘Reserve Team’, a fixed number of reserve members...though the final or any superbosses needing the use of the entire number of PCs would be interesting...
[2010-01-16 13:12:01] <Cecilia> Don't think it's needed but noted.
[2010-01-16 13:12:18] <Djinn> I'm thinking that party members in Reserve can still have an effect on the active party. Think S3 support characters. Speed up magic casting by 10% or something.
[2010-01-16 13:44:23] <CmdrKing> Well, considering we're aiming for a multi-party model...
[2010-01-16 13:44:37] <CmdrKing> Obviously having one geared around combos is a definite option.
[2010-01-16 13:45:47] <Nyamagomi> Assuming we go with each of the major parties having a theme of sorts?
[2010-01-16 13:46:10] <CmdrKing> Well, I can't imagine that not happening.
. . .
[2010-01-16 14:31:34] <Djinn> Oh, another thing we basically agreed on was that we like the idea of multiple parties and then having a 'chapter' or something with all PCs together.
ITEM USAGE:
[2010-01-16 13:26:25] <Djinn> I guess having some uniform item system is a good idea, even if some characters are better at it than others.
[2010-01-16 13:26:33] <Cecilia> Yes.
[2010-01-16 13:28:38] * AndrewForRussFortheWolftime supports the out of battle items only, limiting healing and such to skills in battle
[2010-01-16 13:28:45] <Djinn> I guess.
[2010-01-16 13:29:11] <Cecilia> Out of battle items work.
[2010-01-16 13:29:13] <Djinn> I support Andrew's idea, except that I think we could have a character or two who -can- use items in battle, just to mix things up.
[2010-01-16 13:29:44] <Cecilia> As long as they're different items.
[2010-01-16 13:30:01] <Djinn> Nah, just give it some kind of balancing mechanism.
[2010-01-16 13:30:12] <Cecilia> That is the balancing mechanism.
[2010-01-16 13:30:25] <Djinn> Okay, we can do it that way too
[2010-01-16 13:31:12] <Cecilia> Alchemist PC. *nods*
HP AND RESOURCES (ALSO SEE RANDOM ENCOUNTERS):
[2010-01-16 13:27:03] <Djinn> HP... well, the only discussion there is how HP should be refilled (after battle, before a boss, only with magic, only with items, SaGaF LP system?)
[2010-01-16 13:27:58] <Cecilia> After battles is fine, though healers should exist.
[2010-01-16 13:28:37] * Djinn nods.
[2010-01-16 14:24:22] <CmdrKing> ... idea for resource management. Passive skills. Various party members have differing passive skills, which affect post-battle recovery of resources.
[2010-01-16 14:24:51] <Djinn> Not quite sure I understand.
[2010-01-16 14:25:01] <CmdrKing> I honestly get the feeling people want to go away from universal item use in general, actually. Maybe have some characters that specialize around them, but not universal.
[2010-01-16 14:26:41] <Djinn> CK - still don't quite understand your idea about 'passives', but I'm intrigued by the uniqueness aspect.
[2010-01-16 14:27:15] <Cecilia> I'm fine with getting rid of universal item use.
[2010-01-16 14:27:31] <CmdrKing> Well, okay. We're talking four person parties? Suppose one group has two mages. The leader of that group, as a part of the whole synergy, has a skill which causes MP regen. Maybe 5% per turn during battle, with a 15% end of battle one. So, this party can spam magic all day.
[2010-01-16 14:28:11] <CmdrKing> Meanwhile, another party with just one mage instead gets post-battle HP regen, so they have to conserve better, but it matters less because the rest of the party does other things so they don't rely on it.
[2010-01-16 14:28:31] <Nyamagomi> CK: Interesting. "Leader bonus" for PCs?
[2010-01-16 14:28:55] <CmdrKing> Perhaps. It's not necessarily something about being the leader (although it could be) but something about the character.
[2010-01-16 14:29:10] <Cecilia> Not a fan of leader bonuses.
[2010-01-16 14:29:20] <Cecilia> Puts too much emphasis on one person.
[2010-01-16 14:29:25] <Nyamagomi> Right, no leader bonuses
[2010-01-16 14:29:26] <Djinn> Could also work with the idea that PCs in "Reserve" could act like S3 support characters (10% HP restore after battle, 10% casting speed increase, etc.)
[2010-01-16 14:29:42] <CmdrKing> That might be a better way to implement it, yeah. Adds another whole dynamic.
[2010-01-16 14:30:07] <Djinn> Gives Character switching a little more use too! You may want to switch a PC OUT of battle before it ends to get the passive bonus?
[2010-01-16 14:33:03] <CmdrKing> Right. If we use this system, it wouldn't necessarily be only post-battle effects either. For example... a healer might have minor HP regen as a support character, but have the only revival and MT healing spells in the party. So, do I want regen for light wounds, or do I need a dedicated healer now? That sort of thing.
[2010-01-16 14:33:28] <Djinn> Oooh, I like that idea, CK.
[2010-01-16 14:34:48] <CmdrKing> And of course, could do other things as well. If we're having dedicated item-users, then obviously things like improved drops might be in order.
CHARACTER FOCUS DISCUSSION:
[2010-01-16 13:50:01] <Djinn> Or that certain characters can be particularly good at using combo attacks. Or that certain characters can use items in battle in a particularly unique manner.
[2010-01-16 13:51:04] <Djinn> CmdrKing, this whole 'particular skills will be handled differently' thing is what I mean by 'we build our system to our PCs'.
[2010-01-16 13:51:35] <Djinn> We want PCs to all be very unique and have their own playstyle. Having lots of systems in place to really exploit makes this possible.
[2010-01-16 13:51:55] <CmdrKing> Ah. Well, to go back to the Shadow Hearts example, that feels like something that comes considerably later, then.
[2010-01-16 13:52:17] <Djinn> Another idea was to have a Timed Attacks, but only for maybe one or two characters, or only for specific skills.
[2010-01-16 13:52:43] <Djinn> a Timed Attacks system, or a FF6-Blitz-like system, or a Judgment ring copy.
EXP GAIN:
[2010-01-16 13:49:54] <CmdrKing> Hm. A possible compromise, if people do want to have some advantage for in-party characters, is to crib a little more from Wild ARMs and have action-based mults.
[2010-01-16 13:51:50] <Cecilia> Advantage to in-party characters shouldn't be EXP-based, I feel.
[2010-01-16 13:52:43] <CmdrKing> Well, I've mentioned that I think a secondary, skill-oriented experience system should be in place, and imparting advantages there would be better.
[2010-01-16 13:53:26] <Djinn> Well, a lot of characters' skills and abilities are probably going to be determined by what actions they do in battle. This would be a clear advantage to using them.
[2010-01-16 13:54:43] <Djinn> Since we think each PC should be unique in its growth system, we don't need to make a unified system for that now.
[2010-01-16 13:55:03] <Djinn> Though I don't think we should eschew EXP entirely for things like basic stat gains (or even some basic skills)
[2010-01-16 13:56:09] <Djinn> I think that covers everything we talked about.
RANDOM ENCOUNTERS:
[2010-01-16 14:07:48] <AndrewForRussFortheWolftime> So its not really a question of what to do with HP, but, within the constraints of what we want to do, how can we and how should we and should we at all deal with that sort of thing.
[2010-01-16 14:07:23] <Cecilia> Resource management in dungeons just means you run from randoms more. >.>
[2010-01-16 14:07:51] <Djinn> More than people who already run from randoms because they like dungeons to be shorter.
[2010-01-16 14:07:56] <AndrewForRussFortheWolftime> (Unless there are forced randoms!)
[2010-01-16 14:08:19] <AndrewForRussFortheWolftime> (Which conceptually has come up because we're not how to handle "randoms" to begin with)
[2010-01-16 14:08:34] <Djinn> Oh yeah, I knew there was something we were missing.
[2010-01-16 14:08:47] <Djinn> I'm behind the CK method. Aggro meter + onscreen enemies.
[2010-01-16 14:09:01] <CmdrKing> Oh, well, I'm no good for that. I'd be in favor of a game which fully healed you after every battle.
[2010-01-16 14:09:06] <AndrewForRussFortheWolftime> Eh. I kinda agree with Excal there. The aggro meter is kinda redundant.
[2010-01-16 14:09:32] <CmdrKing> Not really. The concern with on-screen enemies is that you end up with too wide a level variance.
[2010-01-16 14:10:29] <CmdrKing> An aggression meter balances that out a bit; enemies are eager to fight initially, but back off after you start slaughtering them.
[2010-01-16 14:10:32] <Djinn> Aggro meter also should also ALWAYS be able to be emptied. At some point, randoms just get annoying.
[2010-01-16 14:11:01] <Nyamagomi> Djinn: ...wouldn't say always
[2010-01-16 14:11:11] <Djinn> okay, good point
[2010-01-16 14:11:15] <Djinn> but almost always
[2010-01-16 14:11:35] <Djinn> Just for better game design, even if plot would indicate otherwise. ^_^;;
[2010-01-16 14:11:40] <CmdrKing> Certainly I'd want to make any areas with maximum meter rigged one-shot affairs.
[2010-01-16 14:11:45] <Cecilia> There were times in AI2 where you couldn't.. Well one that I can think of. You had to slog through a bunch of randoms before facing the HARDEST BOSS IN EXISTANCE!!1
[2010-01-16 14:11:49] <AndrewForRussFortheWolftime> Meh. I'm, on the whole, for fully scripted battle sets with a few areas that have randoms.
[2010-01-16 14:12:25] <CmdrKing> Eh. That strikes me as annoying to play through.
[2010-01-16 14:28:05] <Nyamagomi> Okay. Re:randoms. I'm fine with the onfield/aggro idea. Though I wouldn't want, say, min aggro = no aggro. And I'm NOT a fan of a lot of scripted randoms. Plot fights are one thing, but...