What's your most preferred movement system in SRPGs?

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tonyh900

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May 16, 2010
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By movement system I only mean the way you move your characters around the map. Do you prefer grid based like fire emblem or final fantasy tactics, Hex based like Wild Arms XF, Region based like Emblem of Gundam (If any of you guys have played it), or the movement systems like in Massive Chalice, XCOM Enemy Unknown and the newer Shadowrun games where you can take separate actions to move and shoot within a smaller area or be able to move farther but waste both actions.
 

FalloutJack

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Nov 20, 2008
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Well, speaking ON the Shadowrun games, I like it, but there needs to be a 'cancel movement' button if you accidentally do something wrong. I've misclicked a few things and I do not like it when I do.
 

Bobular

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FalloutJack said:
Well, speaking ON the Shadowrun games, I like it, but there needs to be a 'cancel movement' button if you accidentally do something wrong. I've misclicked a few things and I do not like it when I do.
I can understand why they don't have 'cancel movement' buttons due to things like scouting out a place and undoing it or when the enemy is on overwatch, but I to have had to many times when I've tried to attack someone with my sword and clicked a square away by accident or had my guys stand a little bit away from cover (I should really get around to replacing my broken mouse).

With that said though I still prefer X-Com's system over Final Fantasy Tactics, though that may just be because its a bit more modern.
 

joest01

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Apr 15, 2009
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XF Hex based.

Also Vaklyria Chronicles was a great concept well executed.

Too bad nobody else seems to be picking up either system :(
 

Johnny Novgorod

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I grew on Disgaea's grid-based system but I don't really care so long as there's an 'undo' button for movement.
 

McMarbles

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I've never played a hex-based game but it seems like a pretty cool design.

As is, I like grid-based systems (FE, FFT, etc.)
 

tonyh900

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I'm used to grid based, having been introduced to it through Fire Emblem: Shadow Dragon but most of the time games like Fire Emblem and Advanced Wars go to a separate battle screen so your movements really don't matter unless you're moving to a building, retreating, or moving units that can only attack from 2 or more squares away like archers. I kind of prefer hex based but positioning yourself can end up being a bit of a pain. And as for the systems such as XCOM and Shadowrun, I like them but I hate that my character can easily crouch behind a box or other terrain item and be fully covered from enemy fire but it still only gives me half cover and that's what usually ends up getting my guys killed because of lucky crits.
 

veloper

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Hex maps + predictable initiative turns + delay function

Hexes make it easier to block spaces and don't have the diagonal movement problem.
Initiative makes it harder to focus fire on a single target and gives the opponent an opportunity to react between unit turns.
A delay function needs to be there so the player doesn't need to jump through hoops or take counter-intuitive actions to get his units taking actions in an efficient order, but at the same time penalizing the creation of initiative blocks as the opponent will then receive more actions per turn.
 

FrozenLaughs

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I've always been happy with yhe classic square by square of Disgaea and FFT, but I've found I'm also a fan of Xcom's style. It's easy to see how it still functions on a grid, but is sort of masked to give the illusion that it isn't.
 

Lufia Erim

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Growlansers. Did anyone ever play that? How woulf you qualify that movement system? Because i vote for that.
 

otakon17

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Lufia Erim said:
Growlansers. Did anyone ever play that? How woulf you qualify that movement system? Because i vote for that.
Real Time Strategy most likely if you ask me.
 

Smooth Operator

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Divinity: Original Sin, a completely open floor, your characters maxium movement per action point is precisely calculated from their abilities/gear/buffs, and as you try to move the game will show you exactly how far you can go for how many action point.
This means a very open movement system and a burst/fatigue range, if you burn all action points one round you will do fuck all the next and if you hold back to wait for a better opportunity you can get the jump on people.

They do get some issues on the edge of attack range, but it is still far less stilted then a grid system where things jump back and forth in very large grid chunks.
 
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If we're including X-COM into this, then definitely the Time Unit [http://www.ufopaedia.org/index.php?title=Time_Unit] system used by the old school X-COM games.

Barring that, the movement system from Soul Nomad and the World Eaters is something I would love to see more of. On the surface, its a standard grid layout, with terrain effects. However, each character displayed on the field actually represents a room of up to 9 characters arranged in to 3 rows of 3. When you add a new character to a room, the row you add them to determines which attack they use.

So if you place an archer in the front row, they will fire on a single target in the enemies front row. However if you place them in the middle row, they will sweep an entire enemy row (I'm not sure how they determine which row to target, though). And if you place them in the back row, they will fire a powerful shot at the strongest character in the enemies room.
 

DEAD34345

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I don't have a strongly preferred movement type, but I absolutely hate hex based movement systems. It's not really for any kind of rational gameplay reason, it just pisses me off that I can't move in a straight line to the left or right (or up and down, depending). It also prevents you from being able to make a nice orderly formation or line for your units in those directions.
 

joest01

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Lunncal said:
I don't have a strongly preferred movement type, but I absolutely hate hex based movement systems. It's not really for any kind of rational gameplay reason, it just pisses me off that I can't move in a straight line to the left or right (or up and down, depending). It also prevents you from being able to make a nice orderly formation or line for your units in those directions.
Not exactly. At least not the way it is implemented in Wild Arms XF. Most classes don't need to move in lines but an area will highlight that your character can reach in the next move. Taking into account their general mobility and other stats that influence their mobility for the terrain at hand.



Then there are classes that move in lines but can usually cover a lot of ground.



Overall it just adds another layer of strategy to your arsenal,