I'm preparing for a new game, but I'm having trouble choosing accessibility over strategic decisions for it. So I researched some combat systems for my parameters, wondering which will fit what I want. If any can add to this or give me some advice, I would love it, as there's games I've never studied that some of you might have.
Combat IdeasThese ideas are formed on the basis that the player will be controlling multiple characters.1. A turn based game ala Final Fantasy 10, where there is a visible ordered list of who goes next, along with actions either making turns come sooner or later along the queue, sometimes allowing one to go more than once before an enemy. This is due to cooldown times on actions and speed considerations of each character. Optional is allowing characters to switch out in battle with another character who is on the bench.2. Baldur’s Gate kind of game, where it’s real time, with the characters in the party able to move around the screen in formation and perform their actions when battle occurs. The player can select a character with the mouse, and then click on their target to attack them physically with the equipped weapon. Or they can have them perform another action, such as using a skill, an item, or even moving them to a position on the screen. The player can also pause the game and allow the player to choose the actions of each of their characters to have them perform when the game is unpaused. Allows a hybrid between real and turn based combat.3. A beat em’ up style rpg in similar vein to the Mana series (Secret of Mana, Seiken Dentetsu, Legend of Mana) and even the recent Dragon Crown by Vanillaware. This will allow a more action-packed battle system, in addition to supporting more multiplayer play. Players will have limited options to use as little buttons as possible, but the player can freely change out abilities and equipment outside of battle to prepare for future battles. Or, even allow changing of equipment or skillsets in battle with the cost of character stopping and going into a preparation charging state.4. An ATB system styled after Final Fantasy 10-2. Players and enemies can act at the same time once their time bars are filled and actions are taken, allowing for tactics such as stopping an enemy before it reaches a person through interrupting with player actions or chaining attacks together for bonus damage. Cooldowns and charge up times are also incorporated into this system, increasing strategic decisions. An optional feature is allowing characters to move to pseudo areas on the field (undefined close, mid range, far within the boundary of the battle area), allowing for things such as range, aggro, and distance-related tactics.