Feedback on a Potion idea.

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Started by kerbonklin 4 posts View original ↗
  1. So my game uses Delays and Charge turn functions for various skills (Delay = use now but wait more time for your next turn, Charge = wait some time/turns and then use)

    So I was thinking on applying it to my potions/items as well for a possible strategic sense. Basically I have normal potions that are straight out "use and heal on that turn", but then I can add stuff like:

    • Instant Potions - Use now to heal a large amount of health/mana, but next turn is delayed. Heals about 1.75x the amount of a regular Potion. Good for surviving strong burst attacks but not as effective overall. Also good to use when you have someone else who can heal after surviving that burst damage to keep that person in good shape.
    • Potent Potions - Requires one turn of waiting before usage, but heals a massive amount of health/mana. Heals about 2.25x or 2.5x the amount of a regular potion. Good to use when you know you won't die the next turn.
    Regular Potions would still hold their merit because I have combo-based things with my turn-order system, so you can do a smaller heal and be ready for the following turn, so you're ready to pull off a combo.

    Anyone has possible ideas/suggestions/concerns that they would like to ask or talk about?
  2. Can you see the turn order and how the delay/charging will affect your next turn? I think that's crucial for the player to be able to use these potions safely.

    The Instant Potions only differ functionally from normal potions by their Delay, right? The tricky part would be making sure that the Delay and the increased effectiveness of the potion are balanced such that the Player will always choose the Instant Potion over a normal potion, or never using an Instant Potion because using two normal potions might be a better use of turns.

    Still, I see Delay/Charge as qualities better suited for Spells. I think back to Suikoden with each rune spell's Casting Speed, and items being the instant heals. Items are already shafted by RPG players as it is, and I think adding Delays and Charges to them could discourage players from their use even more.
  3. Yes you can see the turn order and how the current selected command moves you down the turn-list based on delay/charge.

    Yeah most RPG games that do stuff like this always has static items. That's something I want to step away from with giving the functionality to Items as well. I don't really see how it would discourage the item usage, especially if my game's difficulty will make the healer-type actor not too reliable in most situations so that items become necessary for keeping the party in tip-top shape.

    The way I tier my potions in my head are Normal being most important, (endgame Normals would heal high amounts, sort of like Elixer-rarity to get), then Instants for surviving strong attacks, and then lastly Potents
  4. I think drinking potions should take time.  But I'm a bit of a sadistic designer, too, so...