Board Thread:Suggestions/@comment-25238213-20150108021455

Now this is something I am dead serious about, battles are loosing a lot of fun now because they are over in like 2 turns and usually whoever is first wins, now I'm not suggesting a complete overhaul, but more an option for people to use in battle, like a second system, essentially stealing from the classic turn based rpgs like final fantasy games and such the idea here is that you have 1 action per turn, and a limit break type function.

Roughly it works like this

1 action per turn, so 1 attack or using 1 item, Transformations do not use an action.

Signature attacks will work kinda like limit breaks. more on that below.

example turns:

'Toko runs up to Bastion and slashes him' (hit/miss) (damage)

'Bastion responds by hopping back and throwing a destructo disk at Toko' (hit/miss) (damage)

'Toko pulls out a Senzu bean and eats it' (recovery) 'He then transforms (ssj1,2,3,4)'

'Bastion runs at Toko "That won't help you!" Bastion does a flying spin kick at Toko' (hit/miss) (damage)

You getting the picture?

In about an hour after this is posted (hopefully I will post an example of a full battle done like this)

SIGNATURE ATTACKS

now this is gonna cause some people to dislike the system.

They will work like limit breaks, in the Stats area of the battle each character will have a 'Limit' stat, the stat will look like this 'Limit: 0/100%' this will increase during battle, when your character you can take the last 2 digits of the damage you received and half that number and increase the percentage by that.

For example if I took 200,568 damage and my limit was at 0/100% I could then add (68 / 2) 34 to my limit now 34/100%

Once the limit has hit 100% you can now use any one sig of your choice transformation or Attack, this will use your turn and reset you to 0/100

COUNTER SIGNATURES

these will act as they normally would, triggering under the set conditions however they will imediattly reset your limit gauge to 0/100% and you will not gain any limit for the turn it was activated and the turn after that.

Honestly the purpose of this is to create battles that last longer, yet are still very quick and easy to calc, giving a more intense feel. And to implement a more strategic kind of battle, going at it one turn at a time provides more time to stratagize and think about the battle instead of it being a cluster of 'i throw big thing' 'I throw bigger thing' 'I THROW BIGGEST THING i win'

More to come shortly including a test run battle.

I really want peoples thought opinions and suggestions on this matter. I want to bring something new and interesting to the table that isn't to difficult to understand. 