Interactive Combat? - Looking for Feedback
- I like them 13
- I like them when used in moderation, only here and there 21
- I don't like them 0
- I have no strong opinion 3
Hello hello! I've been hard at work drawing up the games endings, and that's left me with some down time during my dayshift to kind of experiment with some code ideas.
One thing I've always kinda disliked is the way the Silver Bullet item works. Since it's both highly valuable and highly damaging, it felt terrible to have it be possible to miss. But then it felt like it had to be incredibly scarce. Either way, it seemed entirely too "Safe" to use.
So I got to thinking about how to make the final boss work even when a player can just hoard these super powerful bullets and dump them all here. And my solution was pretty simple. What if your shot COULD miss, but instead of it coming down to random chance, it was up to the player to pass a skill check?
And so that's exactly what I did! I experimented with a pretty rough place holder to check and everything worked exactly as intended. And that's great! I'll clean this up and make it look better and play better and it'll be the solution.
HOWEVER, this opens up a whole can of worms for me to play with. Since now that I know HOW to do this, I can make a lot more aspects of combat interactive.
For example, looking at the above test, what if all gun related skills had a similar function? Let's say the yellow area constitutes a MISS, and the blue area was a CRITICAL HIT. Either side of the blue bar could be a Red bar which could be a HIT.
Gun skills could then be given a bit more power to make up for the fact that they have no guarantee to ever land.
And just going on from there, there are tons of games that have used QTE's in combat to great effect, like the Mario RPG or Paper Mario games, or even some of the classic Final Fantasy games. I think of FF8 where Squals limit break has a little rhythm mini game style section to buff your damage, or how characters like Tifa allowed you to chain attacks together by pressing in specific button sequences.
There's tons of room to explore here but I thought I'd ask for your feedback before I just go ahead and shake things up by including all of these. So do let me know, what are your thoughts on these sorts of mechanics in RPG combat? Do you like them? Do you hate them?
Please note, regardless of the results, I will make my own choice for what I think best serves the game. But please do vote so I can take your feelings into consideration!