Tactics, selection and synergy in games

Good day!

Can't understand how to create in-game tactics and a variety of events. Cleaned the chain thoroughly, anything sane on the topic is not found. Talking about rpg. The trouble is the monotony of step-by-step what I have to say.

Those game mechanics that I have tried to use I was not satisfied:

1. Synergy
If the target is frozen, the %ability_name% it deals double damage.

Players just from time to time to frost the target and deal double damage. Monotony.

2. Measures and counter-measures.
The enemy imposes poisoning \ stun \ freeze (to taste).

The player removes the effect of special skill. Again, monotony.

3. Choice
Skill a: deals double damage to armored targets
Skill b: deal double damage on light targets.

Players just know what the goal is before them and begin to use true skill. Monotonous.

These techniques are used in most games, but I need something more interesting.

How to create a real different choice? How to make so that decision had far-reaching consequences? Don't understand...
October 3rd 19 at 04:33
6 answers
October 3rd 19 at 04:35
Is the distance (if the playing field). The closer — the more damage (for example).
Obstacles — if there is between the fighting, the less damage.
Change the time of day, time of year in the N-moves. Alone at night, see better — more damage and Vice versa.
Energy (charge of weapons, magic, healing, repair) — must after use to recover GRADUALLY after N-moves. For example, can be tied to time of day or time of year: freezing — quickly restored the night, in the winter (even faster) — General parameter multiplied by 2.
Resources — scanners resources (and that's where the energy of the scanners and a particular area): 1 move: a certain area and energy; mining, different connections (for the production of magic, weapons and other things...) — each of the items is N-moves (time).
The involvement of a neutral character — the domestication and taming of animals, training, skills.
Erection of structures/obstacles/hideouts/towers and so on. resources+N-moves
Trade — ...

Many can even think of...
Randomization of damage is, as factors of its change. Everything else is a complication, but not improving — too common problem when instead of taking a deep one mechanic, finished a dozen for variety. And the player easier to cope with the same mechanics, as many of the deep (TCG — at the expense of thousands of different cards) than to keep in mind the resources, obstacles, wind direction, when the harvest and so on.

In this case, talking about turn-based combat. That is about choosing the skills. Select skills in the MMORPG due to the rotation — that is, press a certain order, Diablo reactionary: a lot of enemies around to drop. Table games such blatant gameplay freebie does not work, because there is no buttons that need to poke and monotony once opened. - leslie.Skiles commented on October 3rd 19 at 04:38
I don't quite understand what you want then. What is the "real easy"? - giles_Lesch commented on October 3rd 19 at 04:41
Need variety of possible moves, as well as the generation of the effects of stroke. It is clear, as is done in chess. It is not clear how to do it in scalloway boevka. That was not so :) - leslie.Skiles commented on October 3rd 19 at 04:44
So in chess also openings are mittelspiel-endgame painted.
In my opinion, chess is in this sense that the same reactionary game, each turn is caused by the current situation on the Board. Another thing is that there you can think of the situation many moves ahead, but it's card games you really did not need. - giles_Lesch commented on October 3rd 19 at 04:47
Keep statistics (in-game):
ID(events: for example, shot):: character(ID):: caused damage (in % of base, depending on the obstacles or the distance, the weather, protect the victim/the current magic of the enemy, etc. — in other words from destiny at the moment, playing stroke)
Consider the arithmetic mean of damage+the number of shots and multiply by the baseline parameter (after divide by 100).
Otherwise — skill/rank (like the picture with the two kings)
Example: Archer.
Base damage: 1000 (did not shoot never; store in a separate table)
Shot 3 times, damage (%):
100::80::70 (the last 2 times — distance/obstacles/protection target)
We assume an average skill: (100+80+70)/3=83.3%
Total current damage that Archer will be: (1000*83.3)/100+3=863.3

Every shot: ALWAYS add +1 to FINAL damage.

It was meant? - taryn.Rober commented on October 3rd 19 at 04:50
October 3rd 19 at 04:37
Part of skills, attacks and defenses should be hidden. Then it will be more interesting, since there is initially no direct strategy and need in the battle about the enemy to know about it. He is in the pocket of the visor? He dies from quasar arms or on the contrary becomes stronger? It is more profitable to see what his weapons and armour or just the drum with a sledgehammer? Why I smear a coincidence or was it skill? Two of them — one of them is real and who is the DoppelgangeR of hologram?

That's all there is immediately a complete picture of the world — there is research interest and the factor of luck and the meaning of tactics.

You say yourself: learned, chose a unique tactic, bored.
October 3rd 19 at 04:39
Have you tried to read the mechanisms in the existing RPGs for example Dungeons & Dragons, there certainly is not going smoothly, but the diversity is enough in each edition. Actually, I believe there used the d20 system is very easy to implement for computer games. And Russian-speaking robaki very easy to find on the Internet.
Boevka DnD suffers from the same.

Creepy tentacles stun Paladin -> Priest casts "Remove stun"
Rogue poisons creepy tentacles -> tentacles used "treatment of poisons".
The Paladin tentacles inflict 200 damage -> Priest heals the Paladin 200 units.
The Priest ran out of mana -> Priest opens a jar of mana.

This is not a tactic) Is a reaction to the event. And after the course will become unimportant what kind of spell was used before. - leslie.Skiles commented on October 3rd 19 at 04:42
I think Igogo2012 probably had in mind the probabilistic approach to damage, triggering effects and everything else. - giles_Lesch commented on October 3rd 19 at 04:45
I have the feeling that it is you step-by-step. - leslie.Skiles commented on October 3rd 19 at 04:48
October 3rd 19 at 04:41
The essence of the game is interesting in a large space of decision-making. For example, damage does not depend on 1 factor, and from a dozen. Play FTL. There action just fine, but the game pure chess (unlike most RPGs, by the way).

Further. Battles in an RPG are more like the card suit, like MTG. So let's see on what principle they are made. They also do not suffer from monotony. For example, you can do more skills, but they add cooldown.
October 3rd 19 at 04:43
So balance these mechanisms. On your examples:
1. Re-freezing with very low probability.
2. To make effects spent on the removal of the effect of the progress could be much sadder effects of this effect.
3. Allow to learn only one of them (two out of three ...)
October 3rd 19 at 04:45
If talking about turn-based rpg, then offer to look into the Heroes of Might & Magic or King's Bounty. Described solved the monotony of mana (heroes), or the number of scrolls and time to recovery (bounty).
If we talk about game consequences, then that is another question. Of course, you can try to catch one with two birds, but not the fact that will turn out really well.
Perhaps such an option. Before the battle, the player selects certain caste and can only use them. A variety of that he will have to adapt to the enemy, with a limited set of caste. The consequences can guess and may not guess the best set for a specific caste of the battle. If "guessing" is not suitable, you can add the "hints". Thus there will be less chance, but will need more Analytics user: (1) identify prerequisites and hints; (2) select caste-based conclusions; (3) to suffer with what was chosen :)

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