What if the battle systems from KH/KH2 and the command deck system were combined? An MP bar could be set near the command deck, whereas some commands require certain amounts of MP to be used. For example, a command like Sliding Dash or Stun Impact would require no MP. Most magic commands like Fire, Stop, Gravity, etc. would require MP, and more advanced attack commands would also, like Blitz, Judgement, and Spark Dive. The amount needed would vary greatly between each command. A basic thunder would consume 1 MP, and a far superior Triple Plasma would cost 5 MP. Magic Points can be restored in battle by obtaining orbs, using non-MP consuming commands, successfully guarding attacks, or slowly by successively attacking. Support abilities can be received by defeating certain bosses and every few levels. Abilities earned from bosses are available to equip from the get-go, but abilities from leveling will require various ways to be equipped, from doing a certain task first, reaching a landmark, or simply an amount of AP. Commands can be synthesized at some save points and shops, from the many materials that enemies drop. Every command has a maximum level from 2 to 20. Once the command has reached the maximum level, it can be evolved to a stronger command from the pause menu with materials dropped from enemies. If one would like to use a previously lost command, either because they were evolved or discarded, they can be purchased from some save points and shops. Maximum HP/MP increases come from bosses, leveling, and accessories. The amount of HP increased depends on the difficultly level. It is increased by increments of 3 on Beginner and Standard Mode, 2 on Proud mode, and 1 on Critical Mode. A command gauge is shown above the command deck, however it works a little differently than it did in BBS. The Command Gauge takes a very long time to fill. If it is 1/3 full, the character can sacrifice the amount filled so far to slightly increase a stat, chosen by you in the menu, either Defense, Strength, or Magic. If it is 2/3 full, one of these stats can be increased significantly. If the gauge is glowing and completely filled, the character can unleash an extremely powerful power, similar to Riku's links in KH3D and command styles in BBS. However given the time requires to fill the gauge, the effects last for quite a long period of time, and are more powerful than ever before. Overly powerful commands from previous games are no longer in the normal command deck, now they are in a special deck accessible in battle by holding down one of the buttons on the controller. These are commands such as Mega Flare, Meteor, Faith, and Ragnarok. These have a much longer reload time, and consume a very large amount of MP. Special commands like these are obtained by extremely rare synthesizing at save points and shops, ultimately evolved from lesser commands, and from specific bosses. These cannot be discarded, and cannot be obtained more than once. Limits from partly members would have a special button combination set by the player to activate, and consumes all of MP. Summons found in treasure chests and after defeating bosses also have a button combination. Unlike Limits, only one Summon can be available at once. A special command slot for a combo finisher would also be available, and some commands can be moved there. For example, if Quick Blitz has reached it's maximum level in the command deck, instead of being evolved, it can be moved to the combo finisher command slot. So the basic combo finish will be replaced with Quick Blitz both in ground and aerial combos. These can be switched in an out at any time, and require no charge time. What do you think? Opinions would be appreciated.
What if the battle systems from KH/KH2 and the command deck system were combined? An MP bar could be set near the command deck, whereas some commands require certain amounts of MP to be used. For example, a command like Sliding Dash or Stun Impact would require no MP. Most magic commands like Fire, Stop, Gravity, etc. would require MP, and more advanced attack commands would also, like Blitz, Judgement, and Spark Dive. The amount needed would vary greatly between each command. A basic thunder would consume 1 MP, and a far superior Triple Plasma would cost 5 MP. Magic Points can be restored in battle by obtaining orbs, using non-MP consuming commands, successfully guarding attacks, or slowly by successively attacking. Support abilities can be received by defeating certain bosses and every few levels. Abilities earned from bosses are available to equip from the get-go, but abilities from leveling will require various ways to be equipped, from doing a certain task first, reaching a landmark, or simply an amount of AP. Commands can be synthesized at some save points and shops, from the many materials that enemies drop. Every command has a maximum level from 2 to 20. Once the command has reached the maximum level, it can be evolved to a stronger command from the pause menu with materials dropped from enemies. If one would like to use a previously lost command, either because they were evolved or discarded, they can be purchased from some save points and shops. Maximum HP/MP increases come from bosses, leveling, and accessories. The amount of HP increased depends on the difficultly level. It is increased by increments of 3 on Beginner and Standard Mode, 2 on Proud mode, and 1 on Critical Mode. A command gauge is shown above the command deck, however it works a little differently than it did in BBS. The Command Gauge takes a very long time to fill. If it is 1/3 full, the character can sacrifice the amount filled so far to slightly increase a stat, chosen by you in the menu, either Defense, Strength, or Magic. If it is 2/3 full, one of these stats can be increased significantly. If the gauge is glowing and completely filled, the character can unleash an extremely powerful power, similar to Riku's links in KH3D and command styles in BBS. However given the time requires to fill the gauge, the effects last for quite a long period of time, and are more powerful than ever before. Overly powerful commands from previous games are no longer in the normal command deck, now they are in a special deck accessible in battle by holding down one of the buttons on the controller. These are commands such as Mega Flare, Meteor, Faith, and Ragnarok. These have a much longer reload time, and consume a very large amount of MP. Special commands like these are obtained by extremely rare synthesizing at save points and shops, ultimately evolved from lesser commands, and from specific bosses. These cannot be discarded, and cannot be obtained more than once. Limits from partly members would have a special button combination set by the player to activate, and consumes all of MP. Summons found in treasure chests and after defeating bosses also have a button combination. Unlike Limits, only one Summon can be available at once. A special command slot for a combo finisher would also be available, and some commands can be moved there. For example, if Quick Blitz has reached it's maximum level in the command deck, instead of being evolved, it can be moved to the combo finisher command slot. So the basic combo finish will be replaced with Quick Blitz both in ground and aerial combos. These can be switched in an out at any time, and require no charge time. What do you think? Opinions would be appreciated.