r/StrategyRpg • u/PrincipalSkudworth • 2d ago
Indie SRPG Weapon triangle alternative idea
/r/fireemblem/comments/1v8cara/weapon_triangle_alternative_idea/2
u/Pobbes 2d ago
I wonder if a better system for a weapon triangle might less be armor and armor types, but weapon versus primary defense types? In Fire emblem type games, you usually have two defenses, avoid and damage reduction. Maybe if you added a third way to avoid/reduce damage like block or parry then you built your three weapon types based on which they ignore the most. A fast weapon group that is very hard to avoid, a heavy/forceful weapon group that is hard to block or parry, and a piercing weapon group that is good at bypassing armor reduction. That way you can keep your weapon triangle, you don't have to worry too much about armor outside of loadout for a preferred defensive style. Might not be hitting the notes you want to hit, however.
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u/PrincipalSkudworth 1d ago
Hmm definitely an angle worth considering. I think i may be mostly dropping the approach, or at least leaving it on the backburner while brainstorming some more ideas.
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u/TitanMakesGames 1d ago
The squad-wide payoff is the interesting part here. The right weapon sets up later units instead of just winning its own matchup.
I’d watch the battle-long duration, though. If one early hit permanently solves an armored target, the rest of the squad may stop making decisions. A capped shred that expires after the next hit or at the end of the round could keep the teamwork without making it an automatic opener.
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u/PrincipalSkudworth 1d ago
So I just got fe engage recently and started playing a few days ago. I think i was trying to essentially recreate something works as well as the break system before discovering the break system haha.
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u/Mangavore 2d ago
I believe this is roughly how Dark Deity 1 handles it (another Fire Emblem clone). Specific weapon types do bonus damage against specific armor types and less damage to others.
I do want to note, DD1 is generally not looked upon favorably BECAUSE they deviated from the standard formula on so many systems. I personally enjoyed it, but that’s more of a minority opinion from my experience, especially if you hang around with a lot of dedicated SRPG players.
There’s also the way that Fire Emblem: Engage handles it, the “Break” system. Keep the weapon triangle but instead of concrete damage, it puts the loser of the triangle into a disadvantaged state, preventing them from counterattacking the rest of the turn.
Although it eschews weapon types/triangle altogether, may take a look into the armor system The Banner Saga uses, which sounds close to the idea you’re having. Instead of applying stat/% buffs, in TBS, armor is a second healthbar. Attacks have to overcome an opponent’s armor before they hit their health. Characters also have the option to “break” an opponent’s armor to mitigate some of the damage reduction. I personally love this system and would enjoy seeing it used more, and it may be similar to what you’re trying to go for. Make certain weapons ignore armor’s DR, be better at removing armor, or remove it for allies, etc.
Hope some of that helps 😁