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Bigace360

party members

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Whenever you play an RPG, the game gives you like 8 or 10 charaters yet you can only seem to use only 3 or 4 charaters out of the many the player gains. What makes it worse is some of these characters can be useless (exp. Star Ocean's 3 & 4 characters).

 

So would it be smart to add the whole party into battle which would be like 8 people in my game or do ya'll think the former 3 to 4 characters a battle is still good enough. I feel if you have 8 then you have all 8 in battle, otherwise it just seems weird that your other 4 characters are literally just doing nothing.

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8 party members means 8 times attack that would make fighting bosses a easy job the 4 partymembers stuns all monsters and the other 4 attack

 

giving them no chance 2 fight back :/ pretty much over kill if u ask me

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Here is my take on this like fate said 8 party members is way to many to have fighting on your side at one time. But like you said I hate it when games give you these party members that you don't use. If you want to use them if you like, you can try what I'm doing. My games gonna have like 80 classes with like 60 different characters. Your probably thinking omg how are you going to make so you use lots of them. I have it set up so that at certain times you have to use certain character instead of others also I have big wars in my game where you will choose up to 3 teams of 4 or so before hand to lead into battle. Hope this helps you in some way :P but if I was you I would stick with the normal 4.

Edited by Dragon324

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It would be overkill, unless you doubled the amount of enemies.. But even so that would be crazy.

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Not really, you guys are approaching the concept as if the only variable for battling is the characters. if you're going to double the number of party members, then double the stats of enemies, and then double their numbers. make it a challenge.

 

if you're going to think outside the box, stay outside the box. therefore, if you take an untraditional approach with one area, do something different on the other areas xD.

 

redo critical hits, or have more types of critical hits(both players and enemies).

 

hope this helped.

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Except for like a Realtime Tactical Game, but for normal rpg games, I wouldnt reccomend it. It takes out the needed strategy to win a fight, not to mention the screen would be cluttered.

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eh, i still disagree, if you want tactics, make each character dependent on another.

 

in one of my planned projects you have 2 stories.

 

Death n Will = a teen boy n lil girl

Lyfe n Power = teen girl n big guy

 

in DW, will has little health, so it requires death to learn to take the blocking of will, n will can support death through magic.

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I would say stick with 3-4. 8 is way to much.

You can always use a party switcher and make certian members be good in certian areas so it will require training and switching in and out of battle. That rids your useless problem.

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what about 5?

 

(i bet this thread is pretty old, but i found it on google looking for a script that can do this)

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8 party members means 8 times attack that would make fighting bosses a easy job the 4 partymembers stuns all monsters and the other 4 attack

 

giving them no chance 2 fight back :/ pretty much over kill if u ask me

Hows is it over kill if you have more enemies with twice the stats, <_<

 

Here is my take on this like fate said 8 party members is way to many to have fighting on your side at one time. But like you said I hate it when games give you these party members that you don't use. If you want to use them if you like, you can try what I'm doing. My games gonna have like 80 classes with like 60 different characters. Your probably thinking omg how are you going to make so you use lots of them. I have it set up so that at certain times you have to use certain character instead of others also I have big wars in my game where you will choose up to 3 teams of 4 or so before hand to lead into battle. Hope this helps you in some way :P but if I was you I would stick with the normal 4.

No offense but this didn't helped in no way whats so ever as

1) wasn't asking for advise just seeing peoples oppinion on the matter

2) I don't know what any of what you put has to do what i was asking, you kind of over wrote what i was looking for.

 

It would be overkill, unless you doubled the amount of enemies.. But even so that would be crazy.

Not really if you do it correctly. <_<

 

Not really, you guys are approaching the concept as if the only variable for battling is the characters. if you're going to double the number of party members, then double the stats of enemies, and then double their numbers. make it a challenge.

 

if you're going to think outside the box, stay outside the box. therefore, if you take an untraditional approach with one area, do something different on the other areas xD.

 

redo critical hits, or have more types of critical hits(both players and enemies).

 

hope this helped.

This oppinion seeems to be the only one that makes sense.

 

 

But even so, 8 is a little over the top...even for tactics games. They usually max out at six.

And your point, why act like the other game. Shouldn't each game be unquic.

 

Except for like a Realtime Tactical Game, but for normal rpg games, I wouldnt reccomend it. It takes out the needed strategy to win a fight, not to mention the screen would be cluttered.

If you do it wrong.

 

 

I would say stick with 3-4. 8 is way to much.

You can always use a party switcher and make certian members be good in certian areas so it will require training and switching in and out of battle. That rids your useless problem.

I already do use party switcher and i find it more useless that the battlers on the side are doing nothing. Seems pointless that there just sitting there while the other 3 or 4 are fighting, might as well have all of them there when the fight starts unless you think the game will be fast pace like ff13 or KH. I highly doubt it. <_<

 

what about 5?

 

(i bet this thread is pretty old, but i found it on google looking for a script that can do this)

I made it earily this week so i think it's fairly new.

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I have an idea that might help you a bit.

 

Okay so you do have 8 characters, what if you have 2 rows of characters, the first row are the offence and defence where as the back row is supportive. to off set the power you make stronger enemies, but also have the same tactic, enemies have 2 rows of characters. Now the front rows are free to attack each other but the back rows must resort to weaker ranged attacks, which not all of them should be good at. Have 1 archer and one rear attack mage and two supports like a medic and a booster. Your front row can be beefy guys, but some can be fast and edgy.

having different formations can block the rear row more effectivly, or use special formations that don't grant much protection but boost abilities. Finally adding multi character techs would add to the carnage.

 

Also an idea that could work is designating who attacks when durring the round. So for instance you can choose to have your top two fighters and a mage attack one after another adding a combo system. But don't forget to let the enemy do the same.

 

It could be complicated but would look cool if done properly.

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