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Game News Seven Dragon Saga Kickstarter Update #12: Paul Murray on the Turn-Based Combat System

Infinitron

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Tags: Paul Murray; Seven Dragon Saga; Tactical Simulations Interactive

In this weekend's Seven Dragon Saga Kickstarter update, Paul Murray describes the nitty-gritty implementation details of the game's turn-based combat system. It's a compromise between classic action points and modern "move and attack"-type systems. I quote:

A lot of combat in games involves what you allow the characters to do each turn. There are various ways to restrict this: from the simple, “one move, one attack”, to the action points systems where everything has a cost. In Seven Dragon Saga we chose a flexible middle ground. One move, one attack, provides minimal choice for the player, while an action point system tends to favor a more static battle -- most players choose to use points to attack as often as possible, sacrificing movement.

Each turn, the character has three actions of differing size: Unique (most attacks), Standard (most movements), and Minor (quick spells and abilities). The player may substitute a smaller action for a bigger one, so a Turn could consist of two Standards and a Minor, or three Minors.

So how’s this work in detail? Spellcasting is limited to one spell per turn, so one could cast a buff spell (Standard), draw a weapon (Minor) and attack with it (Unique). Or a meleer could gut an enemy in front of him (Unique), move up to the next enemy (Standard), and mark it with a Leadership debuff (Minor). A Shadowmaster character could turn invisible (Minor), shoot an opponent with surprise (Unique) and return to invisibility (Minor).

Movements come in two forms: conventional, Running, Evasion and Mystic Leap, which use Standard actions; and fast, Flash Step and Teleport, which use Minor actions. Each provides its own tactical advantages and disadvantages. Using Flash Step, a character could move out from cover, shoot, and move back into cover in the same turn. Evasion and Leap take up the Standard action, but avoid any Opportunity Attacks. Running is the overall fastest movement.

In addition, there are limited use abilities which provide extra actions. Adrenaline gives an additional Unique, and that always desirable extra attack or spell. Mobility provides an added Standard, for more movement, or just another useful action. Quickness nets an extra Minor action.

All of this provides the player great tactical choice, while giving the game strong control over damage per turn from players and enemies. Maintaining this balance allows us to design interesting battles with an expectation of their overall duration and challenge. No one wants a fight that is both a foregone conclusion and drags things out.
Sounds pretty cool. Not sure about the names of the action size categories, though.
 

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I like this system (as I like most of the other systems and ideas they have posted so far in updates). Hopefully this game gets made one way or the other.
 

hiver

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while an action point system tends to favor a more static battle -- most players choose to use points to attack as often as possible, sacrificing movement.

:retarded:

but aside from that the system sounds cool in theory.
 

MRY

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Kickstarter canceled. Probably a good idea. Now they can use all this development they've done to make a stronger pitch.
 

Jaesun

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We've had incredibly positive results from this Kickstarter. The press awareness, fan response, and community feedback has been tremendous. We're taking that feedback and what we've learned to refine our work further. We'll be coming back as soon as humanly possible, with a better, more refined Kickstarter, and some code you'll actually be able to play, along with killer videos and artwork.

Once again, we are extremely grateful for all of your encouragement and support. We will continue to follow our progress by signing up for our newsletter on our website: http://www.tsi-games.com/ and by following us on social media. This way, you can hear about our Kickstarter re-launch when it happens. And it WILL happen!​

:salute:

Good luck on the next Kickstarter. You still have my money. I really want to see this game. <3
 

Zed

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the biggest lesson I hope they take away from this attempt is that press mentions and shit like that is completely uninteresting to read about on a KS page.

second biggest lesson; add more scantily clad ladies :cool:
 

Aenra

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couldn't they have showcased this during the pitch video? This sounds so veeeery interesting, why leave it out if you had work put into it..?.. Bah :)

at least this makes me once again look forward to their next one. Show us you still have it and all that ^^
 

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