[Hypothetical] RPG game
Posted: 2009-03-24 08:51pm
I've been thinking about how all RPG games seem focus of combat and how pretty much every console RPG plays the same, and I came up with an idea for an RPG and combat system. I want to know, would this system be annoying, and has it been done before?
Combat system: Basically once combat starts, the combat options pops-up and their success percentage rate appear similar to the dialog options were are all used to in RPGs. The options are chosen and carried out in real time. The success rates go down if no option is chosen, but not to the rate of QTE, think a drop in percentage every ten seconds or so.
Now, what actions are chosen affect the next available options.
For example you might have the options:
-Shoot baddie with pistol.
-Dive over bar for cover.
If you choose to dive over the bar you might get options like:
-Shoot over bar
-Grab booze bottle
-Grab baseball bat under bar.
Etc.
The setting for this hyptothetical game would be a 1920s-1930s detective game. All character traits are chosen at the start, with no leveling up during the game. In addition, the detective starts of with all his pistols and a Thompson, so there is no need to go collect weapons.
Instead of going the usual RPG route of getting increasingly bigger weapons, the game forces the player to think about what is appropriate to take on a certain "quest".
For example, lets say the character has to go talk to a mid-level mob boss and a pair of bodyguards present. When your character enters the area he is automatically frisked-
No weapons means he will likely get to talk and get the info he needs, or at worse the character gets beaten up in a cutscene and loses the opportunity to talk to the mob boss.
If they find a weapon, he has a chance to either talk his way out of it, or try to get the first draw on a shoot-out (leading to the combat system above). Increasingly dangerous weapons are increasingly hard to talk away, so while you might have 90% chance if found with a .38 special, you get a 10% or maybe even 0% if you have a tommy gun or shotgun.
Yes, or no to this system.
Combat system: Basically once combat starts, the combat options pops-up and their success percentage rate appear similar to the dialog options were are all used to in RPGs. The options are chosen and carried out in real time. The success rates go down if no option is chosen, but not to the rate of QTE, think a drop in percentage every ten seconds or so.
Now, what actions are chosen affect the next available options.
For example you might have the options:
-Shoot baddie with pistol.
-Dive over bar for cover.
If you choose to dive over the bar you might get options like:
-Shoot over bar
-Grab booze bottle
-Grab baseball bat under bar.
Etc.
The setting for this hyptothetical game would be a 1920s-1930s detective game. All character traits are chosen at the start, with no leveling up during the game. In addition, the detective starts of with all his pistols and a Thompson, so there is no need to go collect weapons.
Instead of going the usual RPG route of getting increasingly bigger weapons, the game forces the player to think about what is appropriate to take on a certain "quest".
For example, lets say the character has to go talk to a mid-level mob boss and a pair of bodyguards present. When your character enters the area he is automatically frisked-
No weapons means he will likely get to talk and get the info he needs, or at worse the character gets beaten up in a cutscene and loses the opportunity to talk to the mob boss.
If they find a weapon, he has a chance to either talk his way out of it, or try to get the first draw on a shoot-out (leading to the combat system above). Increasingly dangerous weapons are increasingly hard to talk away, so while you might have 90% chance if found with a .38 special, you get a 10% or maybe even 0% if you have a tommy gun or shotgun.
Yes, or no to this system.