I’ll save the other thread for releases. The majority of our discussion is happening over irc, but this is probably a good place for rujasu, marcavis and I to place anything “long-form”, which needs to be saved for comparative purposes.
Namely, one of our upcoming tasks is to iron out a stat system for this rpg; how characters will level, how they will switch/change classes, how hitpoints, damage, and combat will be handled, and how equipment will work. We’re gonna come up with several drafts for this, relatively different, so we have multiple options to try if one’s not working out. These ideas are cheap for us to develop, so there’s no sense in not coming up with several.
What is fairly settled is:
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that we’re going to have a gridless(?) tactical combat system. During combat, you’ll have “action points” per round, and you’ll have the choice between walking around, and/or attacking, each proportionally detracting from the other. Like Nippon Ichi’s “Makai Kingdom” did with attacks, we’ll just draw a ring for how far you can walk. All attacks will have limits on distance; some attacks, even melee, will have reasonable range to them (rather than all being a warcraft 1-style “point blank”), and may have area-of-effect.
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Like wesnoth did, we’re going to work very aggressively to kill the menu-hell that poisoned FFTactics (honestly, with that fixed, I think FFT would have had much broader appeal).
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Also taking a page from wesnoth, we’re going to have some level of randomness, so fights aren’t something you can just deterministically solve (which, once you figure them out, ruins their ability to be enjoyed as a challenge). Unlike wesnoth, I’d like to cap the extent to which random factors can have an effect; you’ll always be guaranteed a certain minimum degree of effectiveness in your protection or offense. Probably the easiest way to describe what bugged me about wesnoth’s randomness was that it was like rolling dice that had one side with a 0 on it - it just doesn’t feel right for “hitting nothing but air” to be an occurrence that ever happens in regular gameplay. At least, not for some stuff like running up to anything less than a shaolin master and swinging a sword at him (archery from a distance is another ball game). It’s a balancing act, but hopefully we can work that out.
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We’re going to avoid FF-style potion-spamming. Unlimited potions basically break the entire combat model of a FF-style game. They become the single most important factor; the only thing that really matters in a FF-style fight is usually if you have enough healing capacity to overcome your opponent’s DPS. The litmus test on battle complexity is really whether you could trivially write a script to fight battles for you, and considering that square made a system so users could do that in FF12 (the “gambit system”), that’s probably a Bad Sign?. Zelda:LttP did this right. You have four potions, max, and thus the effect of them on combat is a really low ceiling. Similar ideas might be a “lucky amulet” that will save your life like a zelda fairy-in-a-bottle during combat, but which only works once per battle.
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One thing I personally want to avoid is “consumable epic items”. A really rare item (acquired so rarely that they’re effectively like a fixed number of appearances across the entirety of a game, perhaps as low as once) that has a really powerful effect, but which, once you use it, is gone forever. I hate these with a passion like the burning of the sun. They’re basically something you can never use, unless you’ve already played the game, and know the one point they’ll be most useful - because without prior knowledge, there will always be some point in the future where you might need them more. They’re kind of a slap in the face - they’re like “ha, ha, here’s a really sweet item, but you can’t use it.” A bit like considering chopping up the white tree of gondor for smokehouse wood.