ValiantTraveler
Member
The way weapon damage was implemented in The Alliance Alive was interesting.
A weapon breaks mid-battle when you use the special, devastating move related to it. However every character can equip two weapons and can even fight barehanded (though the unarmed skills are less powerful than weapon skills).
For a good chunk of the game, weapons are fairly affordable and you can find some in chests so you can stack spares to replace broken weapons after a battle.
Past a certain point in the game, you can simply fast-travel to a location where, if memory serves right, you can repair all wepaons for free. So you don't have to worry about the cost of replacing weapons anymore.
Now, this system leads to a risk-reward situation in boss battles: do I use my super move right now, in the hope that the boss's HP (which the game doesn't show) are low enough that it'll die from it? And if it doesn't, I'll lose the skills of that weapon (some of which are needed for my overall strategy) and will only have room for another super move (that of the second weapon), after which I'll be left with a few barehand skills that deal little damage. Or do I save my super move, knowing that my character could get killed before I get a chance to use it?
That dilemma made boss battles more challenging and tense, if frustrating at times. The battle system in Alliance Alive had flaws, but I think its implementation of weapon damage was well thought and deserves to be further fleshed out, maybe in a future game by the same developer.
A weapon breaks mid-battle when you use the special, devastating move related to it. However every character can equip two weapons and can even fight barehanded (though the unarmed skills are less powerful than weapon skills).
For a good chunk of the game, weapons are fairly affordable and you can find some in chests so you can stack spares to replace broken weapons after a battle.
Past a certain point in the game, you can simply fast-travel to a location where, if memory serves right, you can repair all wepaons for free. So you don't have to worry about the cost of replacing weapons anymore.
Now, this system leads to a risk-reward situation in boss battles: do I use my super move right now, in the hope that the boss's HP (which the game doesn't show) are low enough that it'll die from it? And if it doesn't, I'll lose the skills of that weapon (some of which are needed for my overall strategy) and will only have room for another super move (that of the second weapon), after which I'll be left with a few barehand skills that deal little damage. Or do I save my super move, knowing that my character could get killed before I get a chance to use it?
That dilemma made boss battles more challenging and tense, if frustrating at times. The battle system in Alliance Alive had flaws, but I think its implementation of weapon damage was well thought and deserves to be further fleshed out, maybe in a future game by the same developer.