I'm developing a new monster taming/hunting game and I wanted to make some changes to the battle mechanics. Which would you find more fun and can you offer any suggestions to improve on what I've done. I'm leaning more to just option 2 although it will be a bit more difficult to deal with the AI.
Current base for the mechanics:
- 2 monsters face off head to head
- They use different moves to damage each other trying to kill the other.
- Various non damaging moves can be used to (increase/decrease stats, cause poison, paralyzing effects)
- There are different types of attacks that can be resisted or more effective against certain types of monsters (eg. Holy attacks do extra damage to Demons).
Basically, I'm starting with the simple Pokemon style battle. I would like to add either one or both of these changes:
Option 1: Add in a recovery stat for moves so that the "turns" are based on how much the monster has to recover. When a monster uses a move, the move's recovery stat is added to the monster's. When a monster's recovery stat reaches 0 it can perform a move. Explode - A high damaging move requires 50 recovery after being used. Poke - A smaller damaging move requires 20 recovery after being used. (Both start at 0 recovery, A goes first just because)
- Monster A uses Explode (its recovery is at 50)
- Monster B uses Poke (its recovery is at 20)
- a check is done to see which has lower recovery and they go next (20 "time units" goes by and A now has 30 recovery, B is down to 0 and can perform a move again.
- Monster B uses Poke again (recovery at 20) (A is still at 30)
- Another 20 "time units" goes by and A is at 10 and B is at 0 again.
- Monster B can attack again
This adds a timing element to the battle. Instead of each monster being able to attack once a turn, you can use smaller attacks or status changing moves quickly before your opponent recovers from their attack. Status effects may cause a monster to require more recovery each turn (like a slowing effect) or a hasting effect could be applied.
Option 2: Use 2 monsters in the same battle with a forward and rear position. Moves have a range value that determines if you can hit the forward, rear, or both monsters.
I think generally, melee style attacks would be higher damage but only affect the forward monster. You would often want a tank (high defense) monster to take these hits with a ranged attacker in the rear position like an archer or mage. Certain moves could damage both positions and you could have the option of having the monsters switch positions.
I think the strategy wouldn't be limited to a melee tank in the front with ranged in the back, as a melee tank may be susceptible to special attacks and certain monsters would do more damage in the front while being vulnerable to attack.
Example moves that take advantage of this mechanic:
- Intercept - forward monster takes the next attack aimed at the rear position.
- Force switch - forces the opponent monsters to switch positions
- Pierce - 1/2 damage is done to the rear position if an attack on the front is successful.
- Dragon's breath - all monsters (including your forward position if you are the rear) in front of you are hit with fire damage. (this would be a good move to switch your positions prior to using)
- Goblin Mortar - fires 3 spaces away (requires the attacker to be in the rear to hit the rear opponent)