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Wednesday, April 1, 2009

Rock Paper Scissors? General battle design.

This is something that I thought would be appropriate for the system of this game.

Instead of having units with arbitrarily numbered attack and defense totals, I tried to loosely have each type of character repel one of the others. By doing that, it gave me kind of a template to use for each character that I could modify to fit them without having to start from scratch. (And at the same time, keep units with high totals in both from dominating the battlefield.) What I didn't expect, is that almost every character in final fantasy (at least the amount that I did) almost evenly fits into the 3 classes, with only a few hybrids.

Anyway, here's the example I was getting at...

Melee Characters:Rock - Average stats: 1600/1600
Melee characters are the basic building block of your army. It's a good idea to have a few of these in your front line to protect the characters in the back, (because don't forget, when your front line falls, the back line moves up) They also can freely kill most other types in melee combat without falling themselves. Their big weakness is magic, because magic in the card game is very strong, and to a lesser-extent, other melee fighters, but you can usually get in a parting blow vs. them. Some characters, I felt were good fighters but a little lacking in constitution, so their defense can drop lower than 1600, but only in the rarest circumstance will it drop below 1400, for reasons mentioned later.

Mages:Paper -Average stats: 800/800
Yeah, if fighters are the baseball bats, these guys are the baseballs. It's no question that a fighter is going to defeat these guys without breaking a sweat. So naturally, any mage that values their head will be in the back row. The thing about mages is... well duh, they can cast magic. Magic will on average cleanly take out a fighter, the trade off is that magic cards come from your hand, they aren't printed on the character, so in other words you can't use them repeatedly. The other good thing about mages is that being able to cast magic also brings you resistance.
For example, Vivi has the "Black" trait, which grants Vivi the ability to cast black magic. But as an added bonus, as long as Vivi is standing, he can not be targetted by black magic cards. (I think I mentioned this earlier, but whatever)

Ranged Characters:Scissors -Average stats 1200/1200
Unfortunately for Vivi, there are only two rows, and that's where these guys come in. Characters with the ranged keyword ever so rarely break 1400 in their attack, which means at the base value, fighters are almost always immune to their attacks, but ranged grants the character the ability to shoot into the row behind them, giving them extra effectiveness vs mages, and so-so effectiveness vs other ranged characters. (again, that parting blow) One thing I've noticed on paper though, is that the ranged characters have to work a little hard to get to the front line to hit the mages in the back. For example, Wakka could go up to the front for a shot, and Cloud who was already in the opposing front row will ream him next turn. The extra effort seems to be a way to balance out the limited nature of spells, but when I actually start to playtest, we shall see.

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