Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

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

Discussion in 'News & Content Feedback' started by Infinitron, Mar 22, 2015.

  1. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    86,221
    RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    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.
     
    • Brofist Brofist x 7
    ^ Top  
  2. Endemic Arcane

    Endemic
    Joined:
    Jul 16, 2012
    Messages:
    2,279
    Interesting, I'll have to keep an eye on this project.
     
    ^ Top  
  3. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
    Joined:
    Jan 7, 2003
    Messages:
    27,691
    It does sound pretty cool. Well presented, well explained.
     
    ^ Top  
  4. MicoSelva Prestigious Gentleman Don't call Abigail Patron

    MicoSelva
    Joined:
    Sep 10, 2010
    Messages:
    7,269
    Location:
    Forbidden Land
    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    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.
     
    ^ Top  
  5. hiver Guest

    hiver
    :retarded:

    but aside from that the system sounds cool in theory.
     
    ^ Top  
  6. Dorateen Arcane

    Dorateen
    Joined:
    Aug 30, 2012
    Messages:
    3,537
    Location:
    The Crystal Mist Mountains
    Vindication, with each successive update.
     
    ^ Top  
  7. MRY Prestigious Gentleman Wormwood Studios Developer

    MRY
    Joined:
    Aug 15, 2012
    Messages:
    5,108
    Location:
    California
    Kickstarter canceled. Probably a good idea. Now they can use all this development they've done to make a stronger pitch.
     
    • Brofist Brofist x 5
    ^ Top  
  8. Jaesun Fabulous Moderator

    Jaesun
    Joined:
    May 14, 2004
    Messages:
    36,924
    Location:
    Seattle, WA USA
    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    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
     
    • Brofist Brofist x 3
    ^ Top  
  9. Morality Games Arcane Patron

    Morality Games
    Joined:
    Sep 7, 2013
    Messages:
    5,183
    PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
    It got them some attention. That's the important thing.
     
    ^ Top  
  10. Zed Codex Staff Patron

    Zed
    Joined:
    Oct 21, 2002
    Messages:
    16,828
    Codex USB, 2014
    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:
     
    ^ Top  
  11. Aenra Guest

    Aenra
    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 ^^
     
    • Brofist Brofist x 1
    ^ Top  

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.