Poll of the Day > VR RPG with an insanely awesome battle system, could be possible.

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wolfy42
09/14/20 10:18:45 PM
#1:


Beat saber shows the potential of VR for a combat system in an rpg game.

Instead of playing by music, you could have battles against enemies (human and monsters).

Instead of red/blue for notes, it could be for attacks and deflections (but not based on right left controllers).

Red is for attack possibilities (if you swing through with the right direction you do damage)

Blue is for deflections (prevent taking damage from attacks.

You have a char with stats, Speed, Strength, Con, Defense, Int wisdom and luck.

Speed has a direct affect on the speed of the battle, you compare your speed to the enemies and that determines how fast the entire battle plays out (your attacks, it's attacks etc), higher the speed, lower the difficulty as far as how fast things go, but it's compared to the enemy (so early enemies have low speed, higher enemies have faster speed. If your really good you can focus on other stats instead of speed more, giving you an edge and finishing combats much faster.

Strength is damage from your weapons, higher strength, more damage you do when you hit. Pretty simple, more points you can put into this stat, the faster you defeat enemies.

Con is your total health, how many times you can actually get hit and not lose. Keeping this low would basically require "perfect combo's" in beat saber (not getting hit at all), but it could again allow you to boost strength etc more, allowing for faster fights, faster exp, more rewards etc.

Defense works in combo with Con, and reduces the damage you take when you are hit, with a high defense and con, you could ignore many hits to focus only on offense, and perhaps kill faster that way (although doing both is probably better). Both Defense and attack get bonuses from equipment (directly, not from magical bonuses on them which can boost any stat).

Int is damage of spells (and the ability to use them), and Wisdom affects both your total MP and MP regen. Spells require you to actually perform a serious of moves with your controller to cast (actually exactly like beat saber pretty much, with boxes and arrows you have to complete), spells include attacks, defensive, buffs, and healing, so can be very useful. To cast spells there you hit a button on one of your move controllers which converts that move controller to casting spells (changes the color of the blade). On the side of the screen of the controller you use, a list of boxes with your spells appear, you slice through the spell you want, and then must perform the spell (go through the series of boxes) with just that controller. The other controller can still be used to block and attack as normal (probably just block though).

Luck is......your chance to crit hit with attacks, affects drop rate on weapons/items after combat, small chance to auto cast a spell and chance to have spells crit. It's a stat that requires alot of investment to really pay off, but once you have your other stats to a good level, it can make a big difference.

Meanwhile you have equipment/items like most RPGs that can boost your stats and give you abilities. Heavier armor has a penalty to speed, but increases defense significantly for instance, but lighter armor often has better magical bonuses, and some even boosts speed. Weapons come in a variety of types, which you can choose in advance and specialize in.

Types include:

Sword and shield. One of your controllers is a shield instead of a sword, this boosts your defense drastically, and gives you a round blocking area around the controller (which can allow you to possibly block multiple attacks at once. This is sometimes the only way to block both attacks, while also attacking (with 2 swords/daggers etc, you can block 2 attacks, but have nothing left to attack yourself with).

Sword and Sword: Standard, base attack. Beat saber basically. Both have full range, full damage, no speed penalty/bonus.

Dagger/dagger: Fast, doubles your speed stat, but half the range of swords, half the damage as well. Really useful for players who can't handle faster combat (IE you can't do more than Hard in Beat Saber and struggle even on those). Less range requires more precision for attacks/blocks, and prevents double blocking in some cases (two attacks in the same line that you can block with one sword sometimes because of length).

Two handed sword: Slow but strong, also requires you to hold both controllers together (Tested, can still be done with 1 hand in reality, or you can hold each in a diff hand and swing both hands together for a more realistic fealing). Speed stat is reduces by 10% and damage increased by 150%. Works very well with high defense/con so you can focus on attacks (You only have 1 blade). Over all damage is increased by 50% compared to 2 longswords (because you have half as many attacks) but since there may only be a few chances to attack somtimes (not more then one at a time) can take out enemies much faster.

Quarterstaff would be nice, but not sure on the mechanics yet for that. Probably a defensive boost though, requires the two controllers to be side by side (like a staff).

Anyway you could do it kinda like Dragon Quest Swords for the Wii, where you go on quests and defeat enemies in a certain order etc. Get random drops, gain exp, level up etc. It would be nice to add in races and classes to give different stat boosts and specialties as well, perhaps even eventually incorporate skill points and perks to give a ton of customization (Skills work like spells, with the other button on the controllers opening up skills instead, and then a similar method of having to hit boxes in a certain order to pull it off).

Anyway, something like that would be a freaking blast, and we already have everything we need to make it.....so please someone do so......soon.

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