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Found 1 result

  1. (Important Note: The Lortrec Project's engine is RPG Maker VX Ace, not RPG Maker MV) Hello everyone. Well, as some of you may (or may not) know, I am planning to revive the Lortrec Project sooner or later at some point in time, possibly still in 2017. However, one of the first things I would like to immediately change in Lortrec: Uprising is the current battle system I'm using. I'm actually pretty tired of turn-based battle systems, whether I'm using an ATB (Active-Timed Battle) System or not, it just doesn't satisfy me anymore with how unfairly easy or unfairlly hard it can be, how slow or fast things can get, and not even my balancing measures will be able to solve these problems because, to me, it is a flaw within the very system. Now, I'm not saying this with the intent of upsetting anyone who enjoys this system, but rather trying to look for alternative systems that may satisfy me and fit exactly what I need, based on the game's overall style. In this topic, I would like to request your opinion, but mostly your suggestions on a new battle system. Yes, I have considered an ABS (Active Battle System), but at this point in the game, doing the entirety of battle-related things from the very beginning will be an exhausting process that will cause the game to be even furtherly delayed, including the fact that most ABS scripts out there, even the most popular ones, are not well optimized and may cause the apperance of many more difficulties. Back to what I initially wanted to ask of all of you: What suggestions do you have for a new/different battle system? Feel free to give more than one example.
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