danger/u/
This thread is permanently archived
Idea Man Thread

| What're your video game ideas?

Here's mine, incremental hit chance. IRL, dodging one attack is tough. Dodging two in a row is even tougher. Three? Forget about it.
So, the idea is to implement that in a turn based RPG. Basically, after a teammate attacks, the next teammate gets a let's say +5% hit chance and it stacks so in a four party team the last attack gets +15%.
Against a high evasion boss, this would be real helpful and makes the player choose their attack order carefully.


| If a hit does land, I think the bonus should stay. Maybe even increase because getting hit hard IRL would make you lose focus. Maybe a smaller amount like +2% for the next attacker.
And maybe some bosses who have strong concentration and so they have a passive that ignores that.


| >>713842 What you're describing is called statistics.
If you have 50% chances of hitting a guy, you have 25% chances of hitting him twice in a row. That's actually what makes it unlikely to dodge multiple times if the dodge chance is low. So using a "IRL" justification doesn't work here.

Doesn't mean the mechanics can't be used though. The focus loss seems more accurate.


| >>713860 a variable to "increase the chances" or make it more visual to the player would be the idea to consider this a feature, this would work like chain damage in Dragon Quest, but instead you have a chance to hit easier (I think I have seen this mechanic before in Disgaea, or I am misconceptioning it with counter attacks and counter-counter attack and counter-counter-counter... you get me).


| But OP's idea is for example you have an assasin who barely has aim as fails almost everything, lets say 5%, so you first attack with a knight and hitting the boss (irl would static the boss/stunt for miliseconds so it would be easier to predict its movements)) so the assasin's chance to hit increases up to 15%. You could even consider that archers who attacks the latest are the ones with more chances to hit than an archer at the start of the turn as they had more time to aim


| OPs idea seems like too much work for barely, if any, gain. As someone already mentioned regular statistics does something similar automatically.


| >>713911 but statictis are per combat fixed, this would be based on order of attack, a chain. Like in Pokemon double battles the fastest Pokemon lowering the enemy's evasioness so the second Pokemon has more chances to hit. But fitting some though on it. You may have a character who is ultra fast and strong by stats but you don't want it to always be the first to attack if a chain is applied. It benefits if the party attack earlier than this character.


| All that would do is make it so the player will always attack in the same order. Also it would mean that some characters should have really bad accuracy just to justify the mechanic cuz there's no reason to think about it if all the characters have a 95% chance to hit. Idk it's not a bad idea but at the same time it doesn't add enough like I don't see how it would make a game more fun


| TO DR: for the mechanic to matter missing attacks should happened often but the point of the mechanic is to miss less often


| I see what you guys mean. Got a couple other ideas somewhere along these lines though. Maybe they don't add much individually, but together they could be interesting?

>>713931 How about some skills that have a low hit chance but even if it hits it's not effective on everything, so you don't just use that all the time.


| >>714002
The way your idea works, missing an attack is the same as using an accuracy buff. That's the main problem it already exists in a easier way to use. Maybe in combination with other stuff it could work better but only if it adds more than what a buff could do in the same situation


| One of the problems I always had with JRPG style combat is that because as you kill enemies, you're in less danger, the opportunity cost of not using damage abilities and attacking the weakest target first is too high. I thought this was the #1 problem with Darkest Dungeon, which I otherwise really enjoyed. Healing skills were only useful once someone was at 0hp, and outside of that you either build four high damage characters or as much DoT + stun as possible.


| To counter that, you have to 1. change the win condition and/or 2. have enemies get more powerful as others die. Also, you probably need more useful status effects than just DoT + stun (DD's mark was good for this). One way to do this would be to expand DD's positioning system, making it a grid. Then, make the win cond for hallway battles "reach the end" not kill all enemies. I imagine the end result being something like a turn based platformer between DD and Into the Breach.


| Forgot one thing: allow enemies to hold any spot on the board, making it easier for them to stay in their desired position as enemies die rather than how DD shifts all characters to the front, often making them less powerful.


| >>713842 Sounds like a neat mechanic, especially combined with speed tuning. It would be a good feature in a larger combat system, but I don't think it's enough to build a whole game around.

Total number of posts: 15, last modified on: Tue Jan 1 00:00:00 1605169247

This thread is permanently archived