(pops in FE to remember it)
Yeah, that works nicely. FE has a fairly quick battle system, which is actually really nice.
I noticed Kong just got a recent demo of a game, Telepath RPG Ch. 2 Battle Demo. In that game, they have the damage information near the attack command…thing. And personally, it’s a bit frustrating. I find the easiest way to see where damage has been applied is not in a log or out of the way. Like FFT or Tactics:Ogre Battle, it’s best (opinion) to have some indication of damage pop up over the unit’s sprite. It’s something I’ve always preferred. Having a health bar would be a great addition, but I wouldn’t neglect a popup.
Now I’m actually like your friend, believe it or not. I love information and numbers related to that information (I’d be a really good statistician), back when I played WoW, I had so many addons and mods giving me so much info it’d make most people’s heads explode; but there were definitely times when I needed to hide them as well. Since I’ve nothing to do but sleep here, I’ll comment a bit on the above options.
1) i hit, he hurt —
While this provides a very clean system (which is good), it doesn’t provide much data. If you include your health pretty much like in FE then it’s not nearly as bad, but it doesn’t hurt to have a little better indication as to how your performance is. it can be hard to tell a 10% difference with just a bar at times.
2) I hit, he looses 10%
Pretty much the best as mentioned above, but with physical numbers.
3) I strike with my Short Sword , he looses 5hp ( 10% )
This would be good if provided at the top or bottom of the screen with a 1 or 2-line log, or in some other area (like an actual combat log that you can bring up) But it doesn’t seem … useful. It shouldn’t be difficult to know who’s equipped with what in most circumstances, and also won’t matter in most cases, unless you allow equipment changes during a battle. Even then, it would be best done in a separate log somewhere.
4) I strike with (Short Sword: AIM_BONUS = 3, STR_BONUS = 4) {no Crit}, and he takes wound to chest 11hp lost ( 14.5% ) and starts bleeding for 3 rounds
Funny /golfclap. Actually, I believe Tactics 100 incorporated a similar system. Used for that particular game, and how it worked with the mechanics of the game, it wasn’t too bad. My only gripe is that with T100’s system it causes a lot of delay. In T100 after using a wizard with upgraded chains, it’d take annoyingly long for all the damage to register. Most of this information is very, very useless.
One of my gripes with most Tactics games is the length it take for all the damage to resolve in a fight. FFT and T-OB weren’t so bad for the most part. But some of the flash games I’ve played (probably due to them begin … flash) seem to take much more time for damage to resolve. The best thing about FE was the quickness of a fight. They generally went by quickly.
Those are my opinions on a few matters of Tactics games. It’s really hard to make a great one. There was one a while ago… I forget the name of it now, an odd Japanese name, that was apparently quite awful because of an extremely low hit chance and constant 1hit KOs from the comp.
Well that’s if from me for now. I could go on forever about my views on tactics RPGs. :p