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Original post by sporty i also loved zelda64 and its real time battles, but the ocarina wasn''t a very in-depth game..it seemed more like an adventure game than anything..so i''m not sure if i''m into the whole real time combat for RPGS..
maybe zelda felt like an adventure game because IT IS AN ADVENTURE GAME!!! The zelda/link series has always been adventure games.
But anyway, I like Final Fantasy Tactics system. With the charging time of moves, it make things interesting mixing with the other players moves.
I''m curious as to what makes you think you can''t advance skills or stats under the system? The rules for advancement are quite clear... maybe I''m misunderstanding what you meant?
Interesting bit of trivia: Originally, Fallout was going to use the GURPS system. However, a fight over licence fees led the developer to scrap that and use their remarkedly similar in-house system.
"Diplomacy is the ability to tell someone to go to tell in such a way as they look forward to the trip."
I''d like to mention a non FF battle system (I don''t see how anyone can call any Final Fantasy battle system "innovative," but I guess that''s just me.) Another pen and paper game, Feng Shui. If this battle system was sucessfully translated to a CRPG (turnbased or realtime) it would be awesome.
I still think battles should be based upon timing, which is where initiative comes in. The problem is that most games smother it, and make it too turned base.
Grandia1+2 were very nice. Time always passes. Moves take different time lengths to pull off, which open up opportunities for other foes. It just works really well. Not to mention attacking another enemy puts you at a different spot on the field which changes the hit/miss stats.