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10/9/2018 1:02:44 AM
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Firstly, I want to name some of my favorite innovations. Since that’s not the point of the thread, though, I’ll stick it in a spoiler. [spoiler]Paper Mario’s action commands. Yes, I know, they first appeared in Super Mario RPG, but TTYD nailed them the best. See, each attack triggered a small button prompt, ranging from press A before hitting an enemy, to hitting a random button string, to flicking the left stick. Steven Universe: Attack of the Light brought the idea to touch screen, where it has possibly the widest possible applications. Steven Universe: Save the Light handled super moves interestingly. Using support moved raised a “friendship gauge” between two characters. Once full, they could unleash a devestating team attack![/spoiler] And something neat that’s upcoming; [spoiler]Indivisible seems to fuse turn based combat with a fighting game. Seems interesting![/spoiler] Okay, now, my idea. I’ve always loved the idea of fusion, and while it’s been done a few times in various games, I’d love to see a game embrace it. A lot of games will bar fusion off to a spell, like DBF, or an Ultimate, like SU:AotL, but I want to see it as something of a regular attack, that you can initiate & break at any time, but have a fused form have not just pure benefit, but also some drawbacks. For example, let’s say a fusion is stronger, but can suffer from hallucinations, possibly disabling them for a turn or two, or possibly their attacks require more action points, making them not vuable to use all the time. I think the best way to handle it would to be to let any pair of party members fuse, but have their stats determine what drawbacks the fusion has. For example, you could merge two folk one with a high INT, one with a low, that would balance out to a medium INT stat, while two high INT characters complement eachother for a similarly intelligent fusion. However, that skyrocketing INT could result in the aforementioned hallucinations, while a low overall INT would result in them being a little clumsy & bumbling attacks. This would add the depth of whether you fuse two characters that compliment eachother’s strengths and weaknesses, or one that balances them out. Of course, one pretty important bit here, is it would require highly customizable characters. If Anna always has low INT, and Piccolo always has high INT, than Annalo (or whatever) would always have medium INT, which is frankly, kinda boring if the game focused around fusion, while if their INT levels were highly customizable, Annalo’s could be too, allowing for its unique attacks to vary in effectiveness. There’s also the problem of incentivizing switching between fused/unfused states throughout the battle if it can be used freely. Possibly something like FP (Fusion Points) draining while fused, and recovering when separate? I dunno. Could be fun, could be awful, who knows?
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  • What other stats would you have in mind for the characters? Speed? Strength? Charisma? Defense? Seems like the best way for me to start chatting with you about this idea would be to start with what combinations can exist and what fusion issues can occur as a result of them.

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  • Well, of course you’d have your standard stuff. Strength (STR) for melee attacks, Intelligence (INT) for magic, Speed (SPD) for turn order, and Attunement (ATN) for Action Points (AP). Possibly support skills being Dexterity (DEX), and Cast (CST) that provide different effects to melee & magic respectively. But, then you’d have stuff for fusions. Fusion (FLW) governing your FP, and perhaps some sort of Light/Dark that has an effect on the fusion. I don’t want to directly give it a name like “Alignment”, or “Morality”, but something along those lines. This would give the fusion a “positive”, “negative”, or “neutral” form depending on whatever this score would be, which could affect their stats & such. (for now, let’s call it Charge (CHG) I think levelling up these stats would be the hard part. I would want players to experiment. What stats let my charactet be the best? What about their fusion? In order to experiment, stats would have to be easily changable, but too easy, and they hold no weight. An idea did come to mind, though! With BlazBlue: CF as my inspiration here, you could collect things that for now I’ll call Soul Crystals. Equip a Crystal to a character, and any skill points they’ve obtained can be put on the Crystal, and that’s how they boost their stats. Crystals can them be swapped out, but there’s 2 limters so level ups don’t feel pointless. A; Once you power up a Crystal, it remembers those stats on that character, amd would need to be wiped to respec, by some semi-rare resource. B; You can only swap Crystals in towns. As an example; [spoiler]Jack’s skills; STR: 15 INT: 15 SPD: 15 ATN: 15 [DEX]: 8 [CST]: 8 FLW: 15 [CHG]: 0+ SKL: 3 Crystal Slots: 1 That SKL doesn’t do anything, but say he equips the following Crystal; Null Crystal: STR: +2 INT: +2 SPD: +2 ATN: +2 FLW: +5 Slots needed: 1 You could then distribute those 3 SKL points across the Crystal, and to change stats, you’d either need to wipe the Crystal, or swap it out.[/spoiler] And you’ll notice I left 3 skills out of the Crystal (DEX, CST, CHG) which would use things like equipped items, or actions to change.

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  • Would the crystals replace character classes or would the character just have certain class-ish abilities and proficiencies that one will modify with crystals and equipment?

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  • Hm.. I think a little bit of both. Each character would have base stats reflecting that of what would normally be a class, but if you so desired, they could easily be specced to, or away from that class, based on equipped crystals, and stat alignment. However, certain abiluties [i]would[/i] have to lock to characters, in order for a fusion mechanic combining their attributes to work. Let’s say you got Zu the pyromancer, and Zo the knight for instance. Zu would probably be most efficient in spells, but could be switched to melee attacks utilizing flame punches & such. Zo, likewise, would be best at melee, but could be specced to use slashy spells. Their fusion, would then always use fire sword attacks, regardless of his stats, and such.

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