ID:153634
 
What kind of RPG battle system do people like to see? I'm kind of debating wether to do turn based or free-attack. What are your thought on this subject.
Turn based tends to be harder, but the environment is more controlled, meaning you can test bugs and fix bugs with less mucking around.
Its also rarer which helps your game stick out.
Turn based is good, but it can sometimes delay the game.

If you do real-time, then put in an auto-attack feature; Living and Dead has a good example of this. That way people with slow connections, or who hit a lag spike, aren't disadvantaged as much.
I've always preferred turn-based attacking in RPGs, at least in single-player RPGs where there is a lot of freedom instead of just being given a list of options (like in the Final Fantasy games or the Dragon Warrior games.) But, yeah, turn-based is better in my book, especially in BYOND where usually speed is not on your side. I haven't seen a game on BYOND yet that has decent real-time combat, and all of the ones that have turn-based combat have been the "option" type where you are presented with some options which are usually "attack", "flee", "item", and "magic."

Fallout 1 and its sequel had very free turn-based systems, and something with that type of system would most likely breathe life into the now-stale RPG genre on BYOND. Although, it does seem that players do enjoy these option-based combat systems, looking at the popularity of the Dragon Warrior games on BYOND, and the overall popularity of Final Fantasy throughout the world.
Ok, it looks like I'm going to incorporate a turn-based system, but that leaves me with one question: If this game was to be a multi-player game, how would I go about having a "battle-world" for each player?
In response to Delita12345
Two schools of thought here.
School A, the easy one: You create 200 battle-zones and just throw players in empty ones when they fight. Works pretty well but you run the risk of not having any empty battle-zones and causing errors. Personally I dont like it.

School B, the hard one: You create a run-time map generator. Basically you just expand world.maxz by one, creating a new blank Z level, and then have the proc place turfs on it, then send the player too it.

There are a few libaries out there that will do these things for you, take a look at how they work and you should be able to build your own.
In response to DarkView
what do you think of a process where each player is given their own z level, with an area like:
area/[whoever]
on each z level?
In response to Delita12345
Their own z level is probably going to be way too big. Remember the maxx and maxy values of the biggest map determine how big each z level is.
So if I have a 10x10 map and a 100x100 map, when I compile the 10x10 map becomes 100x100, it just shows up as a 10x10 because the rest is blank.
In response to DarkView
how about 1 z level per letter of the alphabet?
In response to DarkView
So if I have a 10x10 map and a 100x100 map, when I compile the 10x10 map becomes 100x100, it just shows up as a 10x10 because the rest is blank.

Actually, it shows up as a 100x100; you can walk across the black turfs freely. If you set world/turf to a specific type of turf, the areas of the map that aren't filled in by the DMP will be flooded with world/turf.