Repliica
09-26-2009, 03:38 AM
So what is your preferred system?
For those who are slightly confused with what each one is -- here's a brief explanation of each.
Traditional Turn Based system - This battle system was used in Final Fantasy I - III. At the beginning of the battle you choose an action for all of your members. When all members of the party have chosen their action, whoever has the highest Agility or Speed status goes first. The battle round ends when the monster or character with the lowest of the status performs their action last.
Active Time Battle - Active Time Battle (ATB) shares many attributes with the former system, but adds the dimension of timing-based strategy for commands. In it, an ATB gauge tracks when characters are going to act. When the gauge is full, they are able to perform an action. In later games and/or remakes, some actions then have an additional wait time, such as casting spells or using special abilities. After the action is executed, the ATB gauge is depleted and must recharge.
Command Synergy Battle - The system used in Final Fantasy XIII. It derives the flow of time from ATB as each character has their own ATB gauge. The ATB gauge in turn acts like an action point meter that's divided up into equal sections. Each action consumes a portion of the ATB gauge, for example attacking consumes one point, while casting a power spell consumes three . Commands can be chained so as long as there's enough action points.
Conditional Turn Based System - The Conditional Turn-Based Battle (CTB) system is used in Final Fantasy X, Final Fantasy Tactics and Final Fantasy Tactics Advance. At its most basic, CTB is a turn-based system which does not operate in rounds. That is, the order of the turns does not guarantee that each participant in a battle will have an equal number of turns. Characters with higher speed will be able to take more turns than slower characters, thus making speed much more important than in other turn-based battle systems.
Real Time Battle - The Real Time Battle (RTB) system is a combat system introduced in Final Fantasy XI. It replaces the random encounter that has featured in past Final Fantasy games, instead allowing players to view the location of nearby enemies on the game map, therefore allowing one to move around the landscape during battles, or to avoid battles altogether.
For those who are slightly confused with what each one is -- here's a brief explanation of each.
Traditional Turn Based system - This battle system was used in Final Fantasy I - III. At the beginning of the battle you choose an action for all of your members. When all members of the party have chosen their action, whoever has the highest Agility or Speed status goes first. The battle round ends when the monster or character with the lowest of the status performs their action last.
Active Time Battle - Active Time Battle (ATB) shares many attributes with the former system, but adds the dimension of timing-based strategy for commands. In it, an ATB gauge tracks when characters are going to act. When the gauge is full, they are able to perform an action. In later games and/or remakes, some actions then have an additional wait time, such as casting spells or using special abilities. After the action is executed, the ATB gauge is depleted and must recharge.
Command Synergy Battle - The system used in Final Fantasy XIII. It derives the flow of time from ATB as each character has their own ATB gauge. The ATB gauge in turn acts like an action point meter that's divided up into equal sections. Each action consumes a portion of the ATB gauge, for example attacking consumes one point, while casting a power spell consumes three . Commands can be chained so as long as there's enough action points.
Conditional Turn Based System - The Conditional Turn-Based Battle (CTB) system is used in Final Fantasy X, Final Fantasy Tactics and Final Fantasy Tactics Advance. At its most basic, CTB is a turn-based system which does not operate in rounds. That is, the order of the turns does not guarantee that each participant in a battle will have an equal number of turns. Characters with higher speed will be able to take more turns than slower characters, thus making speed much more important than in other turn-based battle systems.
Real Time Battle - The Real Time Battle (RTB) system is a combat system introduced in Final Fantasy XI. It replaces the random encounter that has featured in past Final Fantasy games, instead allowing players to view the location of nearby enemies on the game map, therefore allowing one to move around the landscape during battles, or to avoid battles altogether.