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Passive Time Battle?

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    Passive Time Battle?

    You know whats been bugging my? Just waht kind of battle system is in RPGM3 anyway? It's not a normal turn-based thing, what with the timebars and all. And yet, it's not in real time, because once a character gets a turn, you have eternity to make a decision. but once you do, the action is carried out, and the next random character goes next, similar to FFX's CTB.


    So, what do we call it?


    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
    -Walt Disney

    #2
    Re: Passive Time Battle?

    I call it a "faux active time" (FAT) system. After all, it's really clumsy and feels 'heavy'-handed!

    The real-time element in RM3's battle system is completely meaningless. The speed calculations can be done beforehand and the player's input speed means nothing. It's more or less the same player-turns system you'd see in tactical systems like Phantom Brave, and it also resembles systems like the Grandia series, except you can't directly knock enemies backwards in the turn order.

    It does **** me off that in light of that, you need to sit there and wait for the turn gauges to fill up, which is why in all of my games, every single character and enemy gets the "Swift" trait.
    Last edited by Wavelength; 10-21-2010, 10:43 AM.


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