Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: drenrin2120 on November 16, 2012, 03:05:49 AM

Title: Proposed Equipment System
Post by: drenrin2120 on November 16, 2012, 03:05:49 AM
I've been hashing this out in my head and was looking for some feedback.

It's not a huge change but I think it does change the way a player would look at weapons going through an RPG. The idea is this: Each weapon has one to four combat skills that can only be used when that weapon is equipped. Having no weapon equipped leaves you defenseless and unable to do physical damage. More or less replacing the "attack" command with a small subset of skills that include basic attack (but not always).

Combat skills would include RPG traditionals such as: Analyze, steal, barrier, physical damage with magic attributes, minor heal, counter, etc. Key skills such as steal and analyze and, of course, magic physical damage, would only be available through combat skills, making some weapons found early on in the game desirable to keep.

Of course, as a character levels, weaker weapons become kind of obsolete. So I imagined that instead of increasing a character's strength stat by a constant number, the weapon would increase it by a percentage. This percentage would still vary between weapons, especially between different kinds of weapons, but would mean that even weapons found early on can still be useful for their combat skills as well as their stat boosts. It would leave stat boosting mostly to each character's base stats.

Other ideas include creating lots of conditions from one weapon to the next. Example, one sword might greatly increase Strength and allow for a combat skill that grants instant critical hit with a lower accuracy, but the sword also reduces agility and magic stats. While another sword might be more neutral, affecting only the strength stat but being rather boring in terms of combat skills.

In a game like AoA, there's also Adrenaline, which can be messed with and used in place of MP Cost, adding more variability in consequences to using certain combat skills.

My concern is stat boosting and overpowered weapons. Percentages can be weird to work with.

Anyway, that's the basic idea. Armor and accessories would remain the same, increasing by a constant number and requiring upgrades. What do you guys think? Any holes or problems you may foresee? Any suggestions?
Title: Re: Proposed Equipment System
Post by: Meiscool on November 16, 2012, 03:59:03 AM
There will of course be "op" weapons with a system like this, but that is ok. Sometimes video games need a weapon that the player knows is very powerful and is a good long term investment.

I think it is a fine idea. IF possible, I would spice it up by putting a max of two skills on a weapon, but add a skill or two to accessories and shields/armor. Gloves could grant steal, helms barrier, etc. That is optional though.

Could also make some of the skills innate rather than stat increases or active (like lizard slayer and whatnot).

Sounds like a fine idea to me. I don't think you'll have to worry about weapons being game breaking as long as you give the players the skills that would be useful for the area, but not make the area easy peezy.
Title: Re: Proposed Equipment System
Post by: drenrin2120 on November 16, 2012, 04:26:51 AM
Innate skills are covered by tech skills which are character specific but require full adrenaline. Armor giving skills too is a good idea. Im often o worried about coding but its definitely a worthy investment.

I look at it like i have a coding reserve. If i break the bank on that ill just gove up and nothing will get sonw
Title: Re: Proposed Equipment System
Post by: Prpl_Mage on November 16, 2012, 09:53:00 AM
The characters need some sort of unique skills if you give them skills based on weapons. Otherwise it may just end up like FFXII where everyone knows and uses the exact same stuff.
Guild wars had skills based on weapon types and then healing, passives and such connected to the class of the hero. So two characters of the same class using the same weapon shared those 5 attack skills but the rest was up to the player.

Maybe if some kind of armor gave more passive abilities while the weapons focus more on active skills. perhaps.
Overpowerment, it will exist. There can't be a too high percentage gap in order to make early weapons useful. If that neat weapon from the start gives a 3% str boost and the one you got now is 30% there's gonna be a lot less damage done with 300str (new value: 309 vs 390). 

Sounds like a good idea though. Making weapons more entertaining.

Title: Re: Proposed Equipment System
Post by: Moosetroop11 on November 19, 2012, 04:29:58 AM
I like it; tactical flexibility is always an issue in these games.  Go for it!  Just don't put in a double EXP weapon or I'll be forced to use it the whole game to the exclusion of everything else due to my efficient training complex.
Title: Re: Proposed Equipment System
Post by: drenrin2120 on November 19, 2012, 10:01:25 PM
(http://img.photobucket.com/albums/v244/drenrin2120/Capture2.png)

After some messing around, I've learned very quickly that boosting stats by percentage is very touchy. All of Samson's equipment boosts strength anywhere from 20 to 35% and the difference is actually pretty substantial, especially at LV 99, lol.
Anyway, I decided to implement buffers in Adrenaline too. Basically what this means is different equipment affect the percentage of Adrenaline you get from four action, 1)Combat, which are normal attacks, 2)Magic, 3)Item use, and 4)Receiving Damage. I'm excited. This should allow for a lot of diversity between weapons, forcing the player to consider not only stat boosts, but access to certain combat skills and affect of Adrenaline which can positively or negatively affect how quickly they can use Tech skills in battle.