Quoting: Ramidel
Honestly, quasi-supernatural resurrections (Phoenix, anyone?) seem a bit more in-theme than messing with braintapes, or at best a "clone lab" a la Phantasy Star II... [snip] Point being, death should usually be cheap unless a villain has some kind of cosmic erasure power.
Well, I guess a "clone lab" like Phantasy Star II would be OK. But I don't think that death should be
too cheap. Otherwise, I think it would cheapen the game.
Quoting: Joseph Hewitt
Well, it doesn't always have to be about punching them out, which is why I mentioned that it should be possible to win an encounter without necessarily defeating the big bad in combat.
Yep. That's sooo true.
That said, I think encounters with Cosmic Beings should be rare. I'm thinking they could be reserved for a role like a boss in those old FPS's and side-scrollers. Perhaps they have to be dealt with for the main story plot and/or major side quests? Or, perhaps they happen to inhabit a star system with alien artifacts (sort of like the Guardian ship protecting Orion in Master of Orion II)? I could even see them as potential quest-givers, provided the player approaches them with the right attitude.
Quoting: Igor Savin
Currently I'm aiming for Wizardry-8 styled combats (aka Might&Magic combat).
IMO, it is a pretty good system. Though, it might have it's limits in a rogue-like game.
Quoting: Igor Savin
I've toyed a bit with GearHead-styled combat, but didn't like it: all the range-conscious maneuvers don't actually feel heroish. So when it's time to fight, it'd be a frontal assault all right (with skirmish pre-phase perhaps).
How would this "pre-phase skirmish" work? Is it like getting in real close (in-your-face)and then being allowed an opening salvo before the actual fight? If that's the case, it sounds even more cowardly than fighting at range.
If any sort of fighting takes place in the air (via flight) or outer space, then I can't see how ranged combat could be avoided. Depending on the enemy and circumstances, I don't consider guns, psionics, or energy blasts to be inherently cowardly. Also, attacking from distance is a
major part of military strategy - esp. since it's much easier to take advantage of the terrain (trees, rocks, elevation, etc).
Also, against a Celestial class being I think it would be OK to use invisibility to sneak around to grab something or even attack from the rear. Cowardly? You betcha! But it's very unlikely such a maneuver would kill them (assuming they can't just see through the invisibility). Anyway, who says that in a superhero game you have to adhere to a knight's Code of Honor? There is such a thing as an
Anti-hero, after all. And some players might feel compelled to play in the style of Punisher or Wolverine, rather than play the role model boyscout like Superman.
Quoting: Igor Savin
What combat options there should be? Plan&simple attack - of course. Using superpowers (similar to spells? any other implementation suggestions?).
Yes and yes.
And how about an optional "Target Analyzer" device and/or Talent (power) that would allow the user to get detailed info, such as possible weakness(es)?
Also, if the party travels together as 1 icon (instead of separately like in GH1/GH2), I think a "Formation" option should be available. Depending on the strategy and formation of opponent(s), it could have an impact. Or, perhaps it's merely a matter of determining who's in front (taking the brunt of the damage) and who's in back (dishing it out with psionics and "ranged" weapons).
Also, perhaps there are some temporary boost effects that can be engaged before actual combat? You know, like taking a strength-boost drug/drink or powering up your force field (which slowly depletes the batteries unless switched off). Such things are forms of strategy.
Quoting: Igor Savin
Should there be rest, defend or protect others options (I wonder if anyone ever uses those)? Should I add "Tactics" settings (aggressive\defensive) for modifier adjustment? Anything else?
Yes, yes, yes, and yes. All good ideas. And I am one of those players who use such options.
BTW: The aggressive\defensive adjustment could be like slider. Perhaps it can range from -5 (fully aggressive) to +5 (fully defensive)?
Other options might be things like "Communications" to send a message or look through your Hyperspace Email. Also, I think we need "Skills" and some other things like in GH1. I see a need to apply certain skills such as First Aid and Medicine (to apply Med-kits or treat poison or disease), and maybe things like "Analyze Xenotech" to study alien stuff and "Improvise" to do a McGuyver thing in utilizing junk/chemicals to make something useful.
To be honest, I've grown fond of the variety of numerous Traits and Skills available in GH1. There's just so many different, interesting things one can do outside combat and it can really affect play style.