What's your favorite turn-based combat system? What game or games is this system found in, how does it work, why is it your favorite?
I generally prefer tactical combat - generally the kind that takes place on a checkerboard-like map with obstacles, terrain types, and higher or lower terrain. Dofus is the only tactical MMO I've encountered, while the Disgaea series is probably the best single-player version I've seen, and Azure Dreams has a unique 1 step=1 turn variant to make it play faster.
But I also like CCG/TCG turn-based combat. Magic the Gathering is probably the undisputed champion of CCGs, but I've played several pretty good MTG-alike games. And Pox Nora is a unique CCG/tactical hybrid.
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Comments
The newer game Duelyst takes strategy to an all new high and improving on some of the fails of other tcg's.
Having to think about 6 squares per minion adds a lot more to the strategy.
I guess i have always liked the DnD rule set but would prefer tweaked/improved.
IO really don't like RNG at all aside from a curved type statistic,example dmg ranges from 5-10 has rng but not like Darkest Dungeon where the rng is 100% unpredictable.
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I find the multiplayer variant of the game to be one of the best systems out there, you can electrify steam clouds your friend created by using a fireball on some water. Or if you prefer, you can electrify your friends blood if they took damage and bled a bit... sure it will stun them too but its for the greater good right? Even things like throwing a flask of oil, then lighting it on fire to create smoke so their ranged attackers can't see you.
Single-player games: I don't really have any favorite, there are so many good different systems out there.
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It has tactical combat.
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Though I can't pick a true favorite it can't go without being said that Grandia II is one of the few games that managed to turn, turn-based combat a bit on its head in a successful manner, many have tried to incorporate real-time combat with turn-based *cough*square*cough* and have pretty much failed by focusing too much on the real-time element.
Grandia II however is still the game to look at on how to incorporate the two together without compromising the turn-based element, really love that game and still feel it has much insight to offer for evolving the genre a bit further in a successful way and its system has not been utilized nearly enough by developers.
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For multiplayer, I prefer simultaneous turns, where you give orders for your units and then both (all) sides act at the same time. This minimizes the waiting on the other player, because everyone makes their choices at the same time. Good example is Frozen Synapse.
2) Wizard 101
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