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That looks like a good idea. One thing I'd like to add: when you're hit, stamina should be reduced a little too, in my opinion.
I think instead of filling stamina when not moving, wouldn't it be better to fill it up when moving? Since this is RPG and not action-based, players can definitely take advantage of that and leave the calc for 5 min or so, and come back with full stamina to play.
...unless he decided to have encounters so you have to touch enemies moving around (and appearing) on the map like in Zelda II on the NES
Another innovative aspect of Chrono Cross is its stamina bar. At the beginning of a battle, each character has seven points of stamina. When a character attacks or uses an Element, stamina is decreased proportionally to the potency of the attack. Stamina slowly recovers when the character defends or when other characters and enemies perform actions in battle. Characters with stamina below one point must wait to take action. Use of an Element reduces the user's stamina bar by seven stamina points; this often means that the user's stamina gauge falls into the negative and the character must wait longer than usual to recover