I've had an idea for a turn-based RPG battle system. Don't really have a game to develop around it, though I might prototype it for fun. Just want to get you guy's feedback on it, tell me if it sounds broken, lacking, or a total rip-off of something someone has already done...
Largely inspired by Persona 4's and Bravely Default's battle engine. Turns switch between the ally's side and the enemy's side- so when it is your ally's turn, you can choose which characters to use in whatever order or not use any of them at all (kind of like the Steven Universe: Attack the Light system), the turn ends when either you choose to end it or when no more ally characters can act. A combatant with full SP at the end of their turn will automatically raise its guard.
Each combatant (allies and enemies) have stamina points (SP) with a maximum of 10. Each action costs a certain amount of stamina to perform, and a combatant can only perform actions when their SP is full. So if the ally's side comes up and an ally does not have full SP, they cannot be used. Each combatant replenishes 1 SP every time that the turn changes. So switching from ally to enemy turn or vice versa gains each combatant 1 SP. If a side's turn comes up yet none of them have full SP, then the turn goes back to the other side. It switches back and forth until at least one combatant on the side who's turn it is has full SP. What this all means is that you can go all out and have your entire party use their strongest attacks on the first turn, but doing so risks having them be sitting ducks for the next several turns.
There is a way to cut down on a combatant's recovery time and even give them extra actions in a turn. Each combatant has an elemental weakness. Attacking a combatant with their elemental weakness (called "exploiting") instantly replenishes half of the SP the attacker used in that action. More so, landing a critical hit also replenishes half of the used SP. So if you exploit a weakness and land a critical hit in the same action, you replenish all of the SP used. Doing this means that the combatant can act more than once in a turn.
Also, critical hits are achieved with timed button presses for attacks. More advanced attacks have harder to achieve button presses. Much like "South Park: Stick of Truth" or "Steven Universe".
Largely inspired by Persona 4's and Bravely Default's battle engine. Turns switch between the ally's side and the enemy's side- so when it is your ally's turn, you can choose which characters to use in whatever order or not use any of them at all (kind of like the Steven Universe: Attack the Light system), the turn ends when either you choose to end it or when no more ally characters can act. A combatant with full SP at the end of their turn will automatically raise its guard.
Each combatant (allies and enemies) have stamina points (SP) with a maximum of 10. Each action costs a certain amount of stamina to perform, and a combatant can only perform actions when their SP is full. So if the ally's side comes up and an ally does not have full SP, they cannot be used. Each combatant replenishes 1 SP every time that the turn changes. So switching from ally to enemy turn or vice versa gains each combatant 1 SP. If a side's turn comes up yet none of them have full SP, then the turn goes back to the other side. It switches back and forth until at least one combatant on the side who's turn it is has full SP. What this all means is that you can go all out and have your entire party use their strongest attacks on the first turn, but doing so risks having them be sitting ducks for the next several turns.
There is a way to cut down on a combatant's recovery time and even give them extra actions in a turn. Each combatant has an elemental weakness. Attacking a combatant with their elemental weakness (called "exploiting") instantly replenishes half of the SP the attacker used in that action. More so, landing a critical hit also replenishes half of the used SP. So if you exploit a weakness and land a critical hit in the same action, you replenish all of the SP used. Doing this means that the combatant can act more than once in a turn.
Also, critical hits are achieved with timed button presses for attacks. More advanced attacks have harder to achieve button presses. Much like "South Park: Stick of Truth" or "Steven Universe".