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GameMechanicsFinalBattleSystem

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Section V: Battle System

 



The Basics

Commands

 

Fight: Fight the enemy with your melee weapon(s). If you have multiple, you will have to choose which one to use. Will raise adrenaline.

Defend: Skip a turn to double your defense rating, increase evasion rate, and temporarily increase your Spirit. Adrenaline does not increase naturally. Does not increase battle fatigue.

Shoot: Fight the enemy with your ranged weapon(s). If you have multiple, you will have to choose which one to use. Will raise adrenaline.

Spell: Lists the available spells that the character can use in battle. All spells cost at least some amount of MP. Will raise adrenaline.

Tech: Lists all available techniques that the character can use in battle. All techniques cost at least some amount of TP. Will raise adrenaline.

ManaTech: Lists all available ManaTech skills that the character can use in battle. All of these skills cost both TP and MP. Will raise adrenaline.

Item: Use an item in your inventory in battle, such as a healing potion or pumpkin bomb. Will not raise adrenaline.

Special: Allows you to perform special attacks unique to your character. These include adrenaline specials and reality marbles.

(Desperation Attack): Unlisted. As you become more fatigued and battle wounded, you begin standing a chance of performing a VERY powerful desperation attack instead of a normal fight (or for casters, spell) attack by tapping your origin and drawing power from that. It is literally like a Servant's Noble Phantasm: a last resort. If you don't plan on relying on this at any time, you better heal up.

 

Battle Factors

 

Active Time Bar: The system will revolve around the classic Active Time Bar system. You have an ATB gauge which fills up, with it's rate affected by your Speed and any status effects you might have. Once the bar fills up, it is now your turn and you can choose from different commands for your character to execute. Time will still move forward and ATB gauges will continue to fill up for other characters (and monsters), so don't waste any time in choosing a command. (However, time will stop when going through lists, such as going through items or spells, and choosing a target from there).

 

Adrenaline: As the battle wears on, a bar representing your adrenaline slowly fills up. Taking damage or taking an action will add a set amount to the bar. Some actions will increase it more than others. As your guage fills, you can perform one of two different, unique character-specific attacks. Adrenaline does not carry over from battle to battle.

 

Battle Fatigue: As you perform different attacks and whatnot, a bar representing your battle fatigue fills up. Some actions produce more fatigue than others. This gauge fills up, on average, 1/8 of the speed of your adrenaline gauge. As the gauge fills up, stats are slightly decreased. If a character goes over their fatigue limit, they faint. You won't be able to take further actions unless your fatigue is brought down below a certain threshold. Your maximum fatigue rating, recovery threshold, and part of your fatigue generation depends on your strength, endurance, and spirit. One of the triggers to a Desperation Attack. Battle fatigue carries over from battle to battle, but diminishes over time. There are spells and items that can be used to treat fatigue, as well as a very few special abilities.

 

Battle Wounds: Directly related to your HP. As your health diminishes, all of your stats (except for Luck and Magic Circuits) begin to decrease, somewhat more so than battle fatigue. You could be in a very dangerous situation by having low HP and high fatigue (like real life and anime battles); recovery and defense becomes far more important than offense. The other trigger to a Desperation Attack.

 

Monster Difficulty

 

Random monster encounters, along with most scripted battles, will not be overly difficult, but they won't be easy, either. As the party grows and new allies join the ranks alongside BL-tan, monster groups will become tougher, smarter, and larger. Merely repeating the same attack or attacks over and over again will not suffice.

 

Bosses are handled differently from normal monster mobs. They are treated as AI-controlled player characters (PCs). This includes adrenaline, fatigue, battle wounds, desperation attacks, and items. They may or may not have lackeys supporting them.

 

Advanced Battle Mechanics

Formations

 

Formations can be used to help maximize a particular parties strengths while minimizing weaknesses. Formations can increase or decrease certain stats or abilities for party members in the various positions and serve mostly to help characters fulfill their roles. They also serve to show front and back rows for purposes of attack and defense purposes. This is useful so that, for examples, tanks can soak in damage in the front row while casters can stay safe in the back and cast their spells.

 

Formations are gained by recruiting the various characters (who share this knowledge with the party), defeating bosses, or other lesser means. Once a party learns a formation, it will not lose it, even if the contributing character leaves. Formations are also essential for multitech group combos. In addition, formations can only be switched outside of combat.

 

Personal Multitech Combos

 

Personal multitech combos are performed between two characters with a high enough support levels. They are generally stronger than individual attacks of comparable TP/MP cost. Upon selection of a multitech, the character will automatically wait for their fellow comrade to gain his turn before both begin executing the attack. If one of the characters is incapacitated during the waiting period, the attack is cancelled and the ATB gauge remains unaffected, as well as if one character suddenly fails the requirements for the attack at the point of execution. Beyond that, however, any interruption or inability to perform the attack will result in both characters being interrupted.

 

Group Multitech Combos

 

Group multitech combos are performed by two or more characters that are in certain positions in a formation. These are character independent attacks; only class-types or other arbitrary qualifications apply here. They may or may not have a TP/MP cost associated with them, depending on the skill use. Multitech selection and execution follows the same procedure as personal multitechs.

 

Deity summons fall under this category. The ability to summon a deity requires enough "power of concept" or deity affinity in order to work, and work like Ten-Line Incantations. The effectiveness of the deity summon depends on the nature of the summon, any surplus "power of concept," and (if it's an attack on the enemy) the enemy's affinity towards that deity. A deity summon can only be used once per battle.

 

Rewards

 

Greater experience and items are rewarded to the party by defeating an enemy through a special ability, skill, or multitech. Flashiness and overkill are therefore rewarded and encouraged in combat in order to receive better loot.


Return to Overview

 

Previous - Section IV: The World

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