Posted January 22, 2019
I'm curious to see if there's a game out there that implements an active time battle system similar to Final Fantasy VII or Chrono Trigger, only with fully asynchronous combat.
The main limit (and problem) with traditional active time battle systems is how they only process 1 combat action at a time. This means if there are a lot of things on the battlefield, combat becomes incredibly slow as anyone taking any action pauses the game for everyone else.
The obvious solution is to have all combat actions happen at the same time. Consider a modified active time battle system where all characters can act immediately when ready, no matter what else is happening. If half of the characters on screen are clashing when it's your turn, feel free to jump right in. When a player character is ready (the timer gauge fills up), a menu appears (or the controls become available on whatever control scheme you're using, doesn't have to be a console-style JRPG) and whatever command the player issues occurs immediately on selection.
A fully asynchronous active time battle system could implement the traditional active/wait choice. Active means everything happens in real time and shuffling through command menus or fumbling with the controls costs you turns versus everything else. Wait means that time pauses when at least one player character can take an action, and there would be some additional control you can hold down to continue while taking no action (usually to wait out temporary retaliation buffs). You could also have a difficulty meter attached to the active time battle system where maximum difficulty means the AI "instantly" makes its move whenever available and lower difficulties have the computer simulate shuffling through menus or controls with varying levels of skill (effectively decreasing the rate at which NPCs act).
The answer to this question doesn't have to be a JRPG or console-style RPG, although I would strongly guess that most of the answers (if they exist) will be JRPGs.
The main limit (and problem) with traditional active time battle systems is how they only process 1 combat action at a time. This means if there are a lot of things on the battlefield, combat becomes incredibly slow as anyone taking any action pauses the game for everyone else.
The obvious solution is to have all combat actions happen at the same time. Consider a modified active time battle system where all characters can act immediately when ready, no matter what else is happening. If half of the characters on screen are clashing when it's your turn, feel free to jump right in. When a player character is ready (the timer gauge fills up), a menu appears (or the controls become available on whatever control scheme you're using, doesn't have to be a console-style JRPG) and whatever command the player issues occurs immediately on selection.
A fully asynchronous active time battle system could implement the traditional active/wait choice. Active means everything happens in real time and shuffling through command menus or fumbling with the controls costs you turns versus everything else. Wait means that time pauses when at least one player character can take an action, and there would be some additional control you can hold down to continue while taking no action (usually to wait out temporary retaliation buffs). You could also have a difficulty meter attached to the active time battle system where maximum difficulty means the AI "instantly" makes its move whenever available and lower difficulties have the computer simulate shuffling through menus or controls with varying levels of skill (effectively decreasing the rate at which NPCs act).
The answer to this question doesn't have to be a JRPG or console-style RPG, although I would strongly guess that most of the answers (if they exist) will be JRPGs.