Posted August 06, 2020
low rated
Just a couple thoughts regarding turn-based strategy games (including strategy RPGs).
1. Counter-attacks: Do you like it when units counter-attack when hit, or would you prefer it if they only attack on their turn? This is one thing I've noticed is common in these games. For example, here are the approaches some SRPGs take:
* Fire Emblem: A unit will always counter-attack with their equipped weapon if the original attacker is in range. (One thing of note regarding range: Bows can't hit in melee range. Spells can, however (as well as at range 2), and since spells are treated like weapons, it is possible to counter with them (except for staves)).
* Final Fantasy Tactics: Each character has a slot to equip a Counter ability. There's no default counter-attack (though there's an early counter ability that just counters with a regular attack).
* Disgaea: Each character gets a certain number of counter-attacks per round (and that number is 0 for some, like for spellcasters). Unlike the other games I listed, counter attacks can be countered, leading to counter chains. (Interestingly enough, in Disgaea 4 there's a way to get a long counter-attack chain between 2 invincible units where the damage grows exponentially and eventually overflows; this is the only game I'm aware of where the mechanics make it possible to overflow a 64-bit integer.)
2. Damage versus HP: When an attack does damage, how high is it, in general, in comparison to how much HP the target has? This change does have some consequences in terms of how the game plays out:
* When damage is high, battles don't last as long, obviously.
* Status effects (both positive and negative) tend to be more useful when damage is low; when damage is high, it's usually not worth bothering with them when the enemy won't live long anyway. (Of course, this assumes there are status effects the player can take advantage of; also, this factor affects negative effects more than positive effects, as positive effects can be applied when the enemies are still far away.)
* Healing is more useful when damage is low. Healing effects are useless unless you can heal enough for the character to survive an extra attack, and that can be hard when damage is high. In fact, in the extreme case, where every attack is a one hit kill (Disgaea 3's postgame, from what I hear), healing becomes useless (except for revive effects, which I'm pretty sure Disgaea 3 doesn't have).
* One could also factor in the influence of spike damage, for example, from criticals. When the game is balanced so that critical hits can one hit kill the target (think Fire Emblem here), combat becomes more random, and critical hits become more valuable.
So, any thoughts on this? What are your preferences regarding these mechanics?
1. Counter-attacks: Do you like it when units counter-attack when hit, or would you prefer it if they only attack on their turn? This is one thing I've noticed is common in these games. For example, here are the approaches some SRPGs take:
* Fire Emblem: A unit will always counter-attack with their equipped weapon if the original attacker is in range. (One thing of note regarding range: Bows can't hit in melee range. Spells can, however (as well as at range 2), and since spells are treated like weapons, it is possible to counter with them (except for staves)).
* Final Fantasy Tactics: Each character has a slot to equip a Counter ability. There's no default counter-attack (though there's an early counter ability that just counters with a regular attack).
* Disgaea: Each character gets a certain number of counter-attacks per round (and that number is 0 for some, like for spellcasters). Unlike the other games I listed, counter attacks can be countered, leading to counter chains. (Interestingly enough, in Disgaea 4 there's a way to get a long counter-attack chain between 2 invincible units where the damage grows exponentially and eventually overflows; this is the only game I'm aware of where the mechanics make it possible to overflow a 64-bit integer.)
2. Damage versus HP: When an attack does damage, how high is it, in general, in comparison to how much HP the target has? This change does have some consequences in terms of how the game plays out:
* When damage is high, battles don't last as long, obviously.
* Status effects (both positive and negative) tend to be more useful when damage is low; when damage is high, it's usually not worth bothering with them when the enemy won't live long anyway. (Of course, this assumes there are status effects the player can take advantage of; also, this factor affects negative effects more than positive effects, as positive effects can be applied when the enemies are still far away.)
* Healing is more useful when damage is low. Healing effects are useless unless you can heal enough for the character to survive an extra attack, and that can be hard when damage is high. In fact, in the extreme case, where every attack is a one hit kill (Disgaea 3's postgame, from what I hear), healing becomes useless (except for revive effects, which I'm pretty sure Disgaea 3 doesn't have).
* One could also factor in the influence of spike damage, for example, from criticals. When the game is balanced so that critical hits can one hit kill the target (think Fire Emblem here), combat becomes more random, and critical hits become more valuable.
So, any thoughts on this? What are your preferences regarding these mechanics?