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Tactical Possibility

Posted: 20 Nov 2005, 12:58
by Triaxx2
Is anyone here a fan of Final Fantasy Tactics, or Tactic's Ogre? There were certain things in the former game that while not crippling, were certainly annoying. The game's are both turn-based tactical games, and had fairly well rendered, if rather flat maps. The characters were also 2D sprites. I was wondering how hard it would be to translate that game into the Spring engine? Most of the combat, and statistic stuff has been solved by the rather rabid fans over at GameFAQ's.com.

Posted: 20 Nov 2005, 15:58
by GrOuNd_ZeRo
Actually SJ was considdering a turn-based mode of play, I personally liked that idea to base mods on Steal Panthers MBT or MAX on (anyone here remember MAX?)

Also Front Mission and even Shining Force could be translated if you really wanted to but RPG's are not really by cup of tea.

Posted: 20 Nov 2005, 16:05
by Min3mat
tactics ogre was good ^.^

Posted: 20 Nov 2005, 18:43
by Dwarden
MAX / MAX2 mod for TAS ? that will be awsome ;)

Posted: 20 Nov 2005, 23:55
by Triaxx2
If FM, and SF are similar indesign to FFT, and TO, then they aren't true RPG's.

How to describe it... Average map size was around 16x16 squares, and had various heights and terrain, along with obstacles, and enemies. Everyone was confined to moving in straight lines, though you could move say two left, and two up, simulating a diagonal move. Battle is typically melee at a range of one square, though some units had two square weapons, and archers had quite a bit of range. Guns are fixed at a max range of eight squares/min range of 4.

Basically two groups of units go at it at a time, with a maximum of 16 units on screen at one time. This led to a rather infamous 11-monk rare battle in one location. A very difficult fight, if you weren't expecting it. However, with the power of the mighty spring engine behind it, we could organize simply massive battles. With an allied fighting force of 10 to 20 unit's against an enemy force of 40 to 60, that would make some of the battles very tactical indeed.

Posted: 21 Nov 2005, 00:10
by SwiftSpear
Triaxx2 wrote:If FM, and SF are similar indesign to FFT, and TO, then they aren't true RPG's.

How to describe it... Average map size was around 16x16 squares, and had various heights and terrain, along with obstacles, and enemies. Everyone was confined to moving in straight lines, though you could move say two left, and two up, simulating a diagonal move. Battle is typically melee at a range of one square, though some units had two square weapons, and archers had quite a bit of range. Guns are fixed at a max range of eight squares/min range of 4.

Basically two groups of units go at it at a time, with a maximum of 16 units on screen at one time. This led to a rather infamous 11-monk rare battle in one location. A very difficult fight, if you weren't expecting it. However, with the power of the mighty spring engine behind it, we could organize simply massive battles. With an allied fighting force of 10 to 20 unit's against an enemy force of 40 to 60, that would make some of the battles very tactical indeed.
Yes, I'll agree that describes FFT pretty well, but it doesn't describe FM well at all. I wouldn't call front mission an RPG so much... but it was damn fun game. Those games kindof have thier own genre, role play strategey or something of the likes.

Front mission was FFT with giant mechs and big frigging guns.

Posted: 21 Nov 2005, 01:18
by maestro
Why not Super Robot Wars....
Having Gundam slaying Mazinger Z just to be kicked by Evangelion could be a fun... :)

Posted: 21 Nov 2005, 01:38
by SecurE
I belive that the turn based version of Spring SJ had considered making were more along the lines of Combat Mission serie. That means you give orders to your units during a "pause", and then afterwards there is a 30 second "action" phase where the units carry out those orders and possibly reacts to enemy units spotted by opening fire.
So in a sense, I suppose you could translate for example FFT to it, but first of it wouldn't be tile based, and secondly you would give all of your characters orders at the same time (well, unless they would rethink the turn based version of Spring).

Personally I'd like to see the Combat Mission style of turn based gameplay, but I doubt we will see it soon in Spring.

Posted: 21 Nov 2005, 11:54
by Triaxx2
I wouldn't know about FM, since I've never played it. A real shame mind you.

Believe me SercurE, if we were going to all the trouble of translating FFT, I'd make sure it was in true form. Which means using the clock tick system, and making movement tile based. Even if I had to do it all myself.

Posted: 23 Nov 2005, 00:06
by Gabba
Dwarden wrote:MAX / MAX2 mod for TAS ? that will be awsome ;)
Yeah M.A.X.! One of the best games I ever played.

Posted: 23 Nov 2005, 00:58
by SwiftSpear
Gabba wrote:
Dwarden wrote:MAX / MAX2 mod for TAS ? that will be awsome ;)
Yeah M.A.X.! One of the best games I ever played.
Agreed. Had so much fun with M.A.X. I should be in jail right now!

Posted: 23 Nov 2005, 10:04
by yuritch
MAX will require resource transporting between buildings, though, and 3 different recources (metal, fuel, gold). Remember those connectors? And one well-placed shot from Ground Attack Plane can destroy a connector and render half a base inoperable by cutting factories from Power Stations. Not implementing this will lead to a loss of an important gameplay aspect.
Water platforms would be awesome in Spring (for those who never played MAX, they allow you to build any land structure in water)

Posted: 23 Nov 2005, 10:27
by Kuroneko
Gabba wrote:
Dwarden wrote:MAX / MAX2 mod for TAS ? that will be awsome ;)
Yeah M.A.X.! One of the best games I ever played.
omg MAX....that brings back memories...

Posted: 23 Nov 2005, 12:59
by Triaxx2
Water platforms would be useful even without a M.A.X. mod.

Posted: 23 Nov 2005, 13:44
by Masse
aww... those good old m.a.x. days