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Tactics RPGs with an actual "game" (world exploration, etc)?

Started by August 27, 2016 05:05 AM
15 comments, last by Dragonsoulj 8 years, 2 months ago

I really like the tactics style battles on tactics games, like tactics ogre, front mission, and disgaea...but damn those games bore the shit outta me, its just battle after battle.

Why the hell ppl dont make just a normal RPG where the battles is a tactics style battle? I dont get it..

Why pokemon battles arent tactics...make good use of the speed stat, environment effects, add range to the attacks, etc..Much cooler..

Turn based sucks, but I get it, its suppose to be strategic right? Well tactics are way more strategic and less boring than Final Fantasy "my time to get hit" style battles...

Anyone know games like this?

Im thinking in doing a game like this, a mix of pokemon and front mission, robots that can change body parts, install new moves, drives that allows new weapons to be equiped, take the pieces of the robot defeated, etc. I just not sure if I make a world where the battle happens right there, or if I teleport to a battlefield "room" mirroring the world environment..The first one is cooler, but might be really hard to do..


Are fallout 1 and 2 considered tactics?

Have you seen Shining Force? The original and the sequel are pretty much the gold standard for tactical RPGs on the Sega Genesis. There is a Gameboy Advace remake of Shining Force 1 that fixes a lot of irritations with the original.

Eric Richards

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Didnt knew, just played a bit on GBA, its cool.

I don't remember it very well, but I remember Bahamut Lagoon being that sort of hybrid.

Some of the vignettes in Live a Live were traditional RPGs with tactical battles, although none were all that deep by the nature of the game.

Have you tried Final Fantasy Tactics for the PS1?

(There were some other installments for the GBA, but the story was supposedly less interesting)

FF Tactics A2 for DS is also quite good that way. Turn based combat, though, as there can be tons of options near the end of the game.

You can play straight through and stick directly to the story lines, or play battle after battle focusing heavily on tactics.

Personally I still love games like the older Warcraft or C&C or AoE series where the speed is turned down incredibly slow. People for online play tend to hate it so you need to find people who specifically want it. It is slow enough you can do quite a lot of tactical work in addition to the broader strategy. The balance gets interesting; in C&C you can build a specialist like Tanya who can do significant damage but must be carefully controlled for tactical behavior, and doing so means you cannot spend the mental effort and mouse clicks working a broader strategy. You need to find a way to work in the finely detailed tactics as a strategy.

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There were several interesting tactical RPGs for the PS1 which are still worth studying if you want to design one.

Monster Seed was the closest to what you describe, a JRPG which just happened to have tactical combat. I don't remember whether it was full tactical combat or tactical-lite like the Monster Rancher series.

Azure Dreams takes a dating sim approach - the main town is all the world you get, but you can walk around in it freely, talk to all the NPCs, upgrade the buildings, race ostrich monsters, etc. The tactical part is rogue-like, a tower of monsters that you try repeatedly to climb up, and most levels are randomly generated. Tactical combat uses AI and steps rather than turns.

Eternal Eyes is basically an early version of the Disgaea series.

Also, not a PS1 game, there are the sibling MMOs Dofus and Wakfu. Dofus doesn't have a lot of quests and is a "french grinder" type MMO similar to Ryzom. I recommend the Osamodas class, which is the pet user, if you want to see tactical combat where your player is not the only unit you control (your pets are mostly AI controlled but you choose when and where to summon them and can buff them in various ways). I haven't played Wakfu but I've been told the combat is very similar to Dofus.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


Are fallout 1 and 2 considered tactics?

No, but there is a similar, and about as old, game called Fallout: Tactics. I played it a bit and enjoyed it, but I've heard some people hated it. You can get it on Steam if you like. There is a fairly wide amount of different ways you can approach missions and I think you choose missions from a list, I could be wrong.

Enchanted Arms - PS3 game with Final Fantasy type exploration and light tactics combat. The combat takes place on a grid (one side for the enemy and one side for the player) where players can move their characters around. Attacks take into account range. The combat does not however have some of the usual tactics items such as cover and height.

Wasteland 2 - PC. Like fallout with more depth in the tactical combat.

Fallout Tactics - PC. Fallout with a focus on the combat battles. While it doesn't have quite the same amount of exploration and story as the fallout games themselves it still has quite a bit.

Stellar Tactics - PC. A coming soon game (so far seen it on steam) that advertises itself as being an RPG with tactical combat. Looking at is so far it does look what it promises.

There are others, but I can't think of the names at the moment.

Hmmm, having a hard time thinking on how to compute amount of cover giving shooter vs target position and objects inbetween..

If I have a Shooter ----> wall -> target, I have 0% visibility, but if I circle 45 degrees around target I get 50%, at 90 degrees I have 100%, sounds right? Id interpolate the angles.

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But then:

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Not that simple.

Worst problem is, I was all happy about doing it free movement instead of grid/tile based, instead of moving blocks, Id have amount of displace per agility points. Showing a cirlce around the player. But than how Id compute visibility?

Maybe I just dont, I can just make an 'off angle range' based on player aim (an random ranged error from target angle) and actually shoot a projectile with collider?

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