First off, MKV had it right. You can have a simple 2-Button mouse with single and double click possibilities, possibly even a third button... And maybe a shift key or a ctrl key ON OCCASION. That makes it very simple to control.
About the left-right right-left... fest. It wouldn''t happen due to an innertia value. It is too slow (and too energy consuming) to stop an attack and turn it around. It is much faster to start moving in a different plane (up/down, backwards/forwards) than to stop a blade dead and reverse the direction. This is why you penalise that kind of attack..
Also, doing so in such a wild manner leaves you open to attack. The system that I was originally discussing with MKV worked so that when the opponent was attacking, you could see a small region on their body (because you are clicking on their localised area, and not just moving the mouse around blindly) which is more vulnerable and harder (because of size and oppertunity) to hit.
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Original post by Ingenu
What kind of battles are you looking for ?
Realtime battles for FPS, realtime in 3rd personn view or turn based ?
3rd person is the way that I am thinking of it, though it is not Iso, and you are generally always facing your characters back, as your character faces forward towards the enemy.
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Since I do think it''s for realtime, how much ''arcade'' should the game be ?
I mean is the battle an important part of the gameplay or just a requirement in certain circumstances ?
Believe it or not, but this system is designed for realtime. The only reason that it is NOT arcade is because you have easier controls without the pointless key combinations (hard to remember). It is a bit arcade in the sense that you have attack combinations and are required to fight in real time. This system is supposed to be difined so that the player must become involved in the effort of fighting, and it also reduces the number of enemies that the character can face at once. The better the actual player is, the more enemies they can easily face (though, there is obviously a limit). I think that this system makes the player value their battle more, and makes them think about thier involvement in the game.
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The answers of those questions are really important to the design of the final battle system.
For a FF like it would be different than from a Zelda like.
I still hesistate on the value of battles and arcade vs strategy in my game.
Do the player control a party or only his character ?
Would like to have some more details please.
-* So many things to do, so little time to spend. *-
In my game, the player ONLY controls their character. Though, they can ''ask'' their NPC companions to do something. This way, the player is one character in the game, and also can have a party. It is a trade off that I like

I hope that explains things a little better
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