Chaos Project

RPG Maker => General Discussion => Topic started by: Ryex on July 03, 2009, 06:10:17 pm

Title: game play mechanics for My artifact summon system
Post by: Ryex on July 03, 2009, 06:10:17 pm
Ok so my artifact system give each actor 6 artifact slots for artifacts that they can equip, (artifacts can modify any stat but attack). and then you can chose to use the releases that each artifact has in battle, but to do so will put the artifact in to recharge mode for the next few turns where you don't get the stat bonuses for the artifact, leaving you wakened. how ever every time you use a release it leaves behind a release orb which can be used to use supper skills called summons.
my dilemma is whether or not i should have the orbs go away at the end of battle or if they should stick around till you use them.
my problem is that if I let them stack up players could just do a tone of random encounter battles use a ton of artifact releases get a ton of release orbs and them go summon rush a boss to death in the first three to four turns, I suppose I could put a max on ht e number of orbs you carry or something like that but it still seems to take the challenge away from using summons. so I'm asking for other people's opinions. should i have the ord go away at the end of battle? or make them stay but put a cap on the number you can have at one time.
Title: Re: game play mechanics for My artifact summon system
Post by: Aqua on July 03, 2009, 07:13:01 pm
Ry, do you have a browser that has spell check? ^_^'''

Um...
Orbs should go away at the end of a battle, but the artifacts should also recharge at the end of battle.
Title: Re: game play mechanics for My artifact summon system
Post by: Ryex on July 03, 2009, 07:28:07 pm
yes and I make good use of ff's spell check :^_^':

oh yes i forgot to say that the artifacts recharge at the end of battle

so you think the orbs should go away at the end of the battle?
Title: Re: game play mechanics for My artifact summon system
Post by: Aqua on July 03, 2009, 07:33:42 pm
That's what I said XD
Title: Re: game play mechanics for My artifact summon system
Post by: Ryex on July 03, 2009, 07:36:12 pm
gaaa! i meant to type "so why do you think the orbs should go away at the end of the battle?"
I'll add the the question now
is it because of the same reasons I was thinking?
Title: Re: game play mechanics for My artifact summon system
Post by: Blizzard on July 04, 2009, 08:19:01 am
Hm... I don't know about this. I think it would overshadow using Chaos/Lexima for powerups or for skills. It sounds like a nice idea, but it seems to be able to to unbalance the game a lot.
Title: Re: game play mechanics for My artifact summon system
Post by: winkio on July 04, 2009, 11:12:49 am
First off, this is pretty much a slight modification of the djinn system fro golden sun, right?

You should make it so that the orb that each artifact drops goes away when that artifact comes out of recharge mode.  It would balance it so that you can't stack up super attacks to easily kill stuff, but also gives them power in a pinch, especially in boss fights.
Title: Re: game play mechanics for My artifact summon system
Post by: Blizzard on July 04, 2009, 11:14:07 am
We already have the Chaos/Lexima bar for that. :/
This means that there is no need for this system. And besides it's obviously not original. :P
Title: Re: game play mechanics for My artifact summon system
Post by: Ryex on July 04, 2009, 12:01:16 pm
um Blizz this is a system that will be exclusive to MY game which wont be using chaos and lexima so i don't really know what your talking about

also Winko I'm likeing that Idea but in that case should I make it so each artifact has it's own recharge time? or give it a five seven turns?
with five turns for every artifact to recharge and the orb going away when it dose would mean that you could have at max 20 orbs and the strongest summon would use 20 orbs, while if I gave them different recharge times players would have to use their artifacts carefully to get that many.
Title: Re: game play mechanics for My artifact summon system
Post by: Blizzard on July 04, 2009, 12:25:59 pm
Oh, shit, sorry! I thought this was for Remexos because of "game play mechanics" in the title. I didn't check the section it was posted in.
Title: Re: game play mechanics for My artifact summon system
Post by: Ryex on July 04, 2009, 12:52:25 pm
lol its fine
Title: Re: game play mechanics for My artifact summon system
Post by: G_G on July 04, 2009, 12:55:36 pm
Ok sorry to be a bother but could you try explaining it a bit more or better? I really dont understand it and I've never played Golden Sun...please help xD
Title: Re: game play mechanics for My artifact summon system
Post by: Ryex on July 04, 2009, 01:26:56 pm
lol it really is quite simple. you have things equipped to you called artifacts. in battle you can 'release' the artifact like using a skill item. once u can released the artifact is in recharge mode where you don't get bonuses you would form it being equipped. once released you gain a hidden item (the number you have is displayed in battle) called a release orb. you can use these orbs like you would mp to uses special skills called summons. after a while the artifact recharges and you can release it again and you get your equip bonuses back. (maxhp up, maxsp up, evasion up, ect)
Title: Re: game play mechanics for My artifact summon system
Post by: winkio on July 04, 2009, 01:35:47 pm
Even better: have different artifacts spawn orbs that last a different amount of time.  That way, the player has to use the ones that last the longest first in order to get a lot.
Title: Re: game play mechanics for My artifact summon system
Post by: Ryex on July 04, 2009, 02:47:04 pm
OOOOh I LOVE that idea! it complicates the  orb spending a bit but It makes for GREAT game play. I think i'll have four orb types each one lasting a different number of turns. summons will use the shortest lasting orbs first before taking from the longer lasting ones that way... oooo this is going to be a great system.

thaks for the idea Winko