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Thoughts on Turn Order System
Attempting to write this up with more specific language and a clearer direction of the combat system.

Unlike previous projects I have worked on, the idea of this game is to use a turn-based approach which rewards players for investing in agility. The idea is to use a similar system found in tactics-based games where faster characters typically have a turn more often than those that are slower. The turn system will use their base agility values to determine turn order and turn frequency, but other factors can influence that.

For each turn, the game will let the player with the highest agility take their turn at a cost of the slowest player's agility. To better explain this, provided below is an example of three players being involved in combat.

Agility Values:

A - 42 Agility

B - 85 Agility

C - 106 Agility

B is faster than A, but C is faster than both B and A.

Each of the players start the round with AP equal to their current agility. This can be previously buffed; their current agility will override their agility. Note that changes to agility during the round do not affect that round, but they do affect upcoming rounds.

The number of turns a character has during the round is determined based on how many times the lowest AP total in the battle goes into their total AP. As a result, A will get 1 action, but B and C will each get 2 actions. Priority of this will start with the highest AP. Once the first participant finishes their action, the value of the lowest AP will be removed from their current agility to give them their new AP. As long as there are participants in the battle that still have enough AP to take an action, the round will continue. Once no one has enough AP, a new round begins.

C goes first since he has the highest AP. He has 106 AP. He makes an action, and then once his action is carried out, his AP is reduced by 42, which is the cost of an action for this round. The character with the highest AP now gets to go next. That would be B with 85 AP. Again, once he acts, we remove 42 from his AP. His new AP is 43. The character with the highest AP now gets to get next. That would be C with 64 AP. Once he is done, he now has 22 AP, which is not enough to go again, therefore he is done for this round. The character with the highest AP goes next. That would be A with 42 AP. Once he acts, he has no more AP at all, and is therefore done for the round. Finally, we get to B with 43 AP. When he acts, he is at 1 AP, and therefore done for the round.

The round is complete. For the next round, the AP values reset back to that player's max agility. If the values have changed, the round will be based on those new values. This includes the cost of the round; if A managed to increase their agility, then the cost for the round would increase, but if they were slowed down, then the cost would be decreased.

If at any point a participant is unable to continue the battle for any reason, they are removed from the turn order. Once the round is done, then future rounds will not take their agility into consideration.

For this battle, the turn order for a round is: C - B - C - A - B.

C and B have similar speeds, but C will get his actions before B.

With a system like this, it rewards players for investing in their agility. There will also be items, skills, and spells that will be able to affect in-battle agility to determine turn order and frequency. For example, a player could have boots equipped that gives then 10% increased AP. Skills that use Agility get no benefit from the boost, but it does speed them up and potentially give them another action during a round.

Note: When a round is over and APs reset, any AP left over from the previous round does NOT carry over, unless the character has a specific ability allowing them to carry it over.

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