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Unread 02-22-2005, 06:23 PM   #11
Deathosaurus Wrecks
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I liked Chrono Trigger's system alot. the specific area effect and line effect skills were cool and made the position of the enemies important. the combo attacks were very cool too.

I also kind of liked the FFX system, at least the parts where you could switch up your party at will.
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Unread 02-22-2005, 07:09 PM   #12
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Let's see...

The traditional FF-type battle system is always good, but it is traditional and can get old fast.

Legends of Legaia had a great combat system that I still like. When it came out, I'm fairly certain it was the only system of its kind.

My favorite so far is the system in Tales of Symphonia, because you can avoid most random encounters if you choose (never truly advisable, though. Gotta get XP somewhere.) and you can move around on the battle screen and hit more than one enemy with some attacks if you position it right.
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Unread 02-22-2005, 09:54 PM   #13
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Not sure how I missed Tales of Phantasia. That was a good system.
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Unread 02-22-2005, 10:29 PM   #14
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I like the battle system Shining Force and games like it use. Each of your characters are like game pieces that can move so far each of there turns and attack a certain number of spaces away, and blah, blah, blah. You know the type. Why? The strategy. You have to think about how you place your characters, how fast they are going to be able to get to where you want to go. Getting archers to high places, but keeping them out of harm's way. Making sure all your characters got in hits so they could level up. All that jazz. I live for that stuff.

I especially liked FFTA's job system when combined with this. You could make an extremely fast Assassin that got behind your attackers to kill them with one hit. Powerful summoners who doubled as white mages. Characters meant to simply absorb damage as you got your more useful characters into place. If they had only made that game harder, it would've been perfect.
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Unread 02-23-2005, 01:56 PM   #15
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Bahamut Lagoon made pretty good use of that system too. I liked it in Saiyuki as well. It made Goku's flying cloud one of the most useful abilities in the game.

Another one that I like, is Radical Dreamers. Now, this wasn't really much of a system, but I liked the way they did it. Instead of having set commands, the narration just continued, and actually described the fight, giving you decisions about how to react and attack. If you took too long on one, then it was made for you. You didn't have HP, nor did you do damage. Things just died when a mortal blow was dealt. It was pretty neat.
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Unread 02-24-2005, 09:36 PM   #16
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Kingdom Hearts because We felt like We were actually fighting and casting magic.

The Lunar System because We like their layout and the slight placement aspects it introduced (to Us at least).
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Unread 02-24-2005, 09:59 PM   #17
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Quote:
In other words, you like tactical RPGs. They're a subgenre of RPGs, but I tend to see them as separate from standard RPGs. But I really, I love the Final Fantasy Tactics Advance job system as well. It's vastly improved over the original Final Fantasy Tactics.
Ah, that's what they were called. Couldn't remember it for some odd reason...

Why would you consider them seperate? They still have the story line. They still have the leveling. The only difference is that instead of random battles, or real time action, there is more of a strategy element to the battles.
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Unread 02-24-2005, 10:32 PM   #18
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When I look back to see which games I had the most fun with on the games battles, I'd have to say Final Fantasy VIII, Chrono Trigger, Suikoden II and Fire Emblem.

In the case of Final Fantasy VIII, it was one game that had a lot of different magic and a lot of different ways to use it, but also it was just fun using normal attacks. A system can get pretty boring when all you use is normal physical attacks all the time, but for some reason, FFVIII was not only not boring to me using normal attacks, but actually REALLY fun. And in the case of Fire Emblem, it just turns into near addiction trying to get new characters and level them to either get new abilities or classes, something that many other SRPGs, even ones with MILLIONS of abilities (Disgaea series) or complete customization (Tactics series) didn't do for me.

But in the way of Chrono Trigger and Suikoden, it was all those things from above, plus many others. And the major things I'd have to say are combos and innovative situations. Suikoden is all about being able to use anywhere from 95-108 playable characters in each game, each with a different weapon style and magical abilities. Chrono Trigger may only have 7 playable characters, but aside from about 3 spells, they are all completely different and nearly everyone will agree the combo system, added to the other factors of distance and direction in battle, made the game have such a wide range of avaliable diverse gameplay.
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Unread 02-25-2005, 01:31 AM   #19
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I actually liked the battle system for the SNES Dragonball game (I think it was Gokuden). It was kind of like the Suikoden dueling system, but with more to it. I didn't like the way it was executed in the second game though.
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Unread 02-26-2005, 09:47 PM   #20
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i like the way it is done in Diablo 2 and World of Warcraft because it adds some skill into the game
It is not just breaking into random encounters and pressing A and you guy runs over in slashing a guy
it adds action to a rpg not boring dull stuff
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