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Your SRPG preferences

Hopefully, you are taking this poll because you are a fan of Strategy RPGs (or Tactics RPGs) such as Final Fantasy Tactics, Disgaea, Vandal Hearts, Fire Emblem, and many others. Imagine your ideal SRPG, and answer the following questions about what your ideal SRPG would include.
Hoa many playable characters should the game include?
There should be 5-10 unique characters
There should be 11-16 unique characters
There should be 17+ unique characters
There should be unique characters as well as generic units
How many characters should be deployed (on your team) in a typical battle?
4-6 units
7-9 units
10-12 units
13-18 units
Battles should be massive with 19+ units
How much more powerful should a character be than a similar character 2-3 levels lower?
The higher level character should be much more powerful
The higher level character should have a significant advantage
The higher level character should have a small advantage
Skills and strategy should be the sole factor in deciding the winner; there should be no experience levels
How fragile should typical units be?
Most units should take only 1 or 2 powerful attacks to kill
Units should be killed if attacked 3-4 times
Units should take considerable effort to kill
How powerful should typical enemy units be in comparison to player units?
There should be few, very powerful enemies
There should be about as many, equally powerful, enemies as player units
There should be many weaker enemy units
There should be many weak units with a few stronger "boss" units
Attacking a unit from behind should...
give no benefit
result in increased chance to hit
result in extra damage
result in increased chance to hit as well as extra damage
How can units gain experience?
Only killing an enemy unit should give experience
Only attacking an enemy unit should give experience
Successful actions on reasonably-leveled units should give experience
Successful action on any unit should give experience
Any attempted action should give experience
Experience should be given after battle to all surviving units
Experience should be given after battle to all units involved in the battle
All characters should be leveled evenly, even those not in battle
What should happen when a character falls in battle?
The character should be killed permanently
The character should withdraw from battle
The character should withdraw, but be able to be brought back
The character's body should remain on the battlefield until revived
The character's body should remain on the battlefield, and killed permanently if not revived in a timely manner
How should spells be cast?
Spells should be cast instantaneously
Spells should be charged in advance, and cast on a later turn
Spells should require a charge time and be cast out of turn (as in Final Fantasy Tactics)
How should MP/mana be handled?
MP should be full at the start of battle and not charged
MP should be full at the start of battle and charge over time
MP should be 0 at the start of battle and charge over time
Spells and abilities should not require MP
How do you feel about elemental affinities (strengths and weaknesses)?
I do not like elemental affinities
There should be 4-6 elements with simple affinities
There should be 7+ elements with complex affinities
How should characters be attuned to other units?
Characters should be affiliated with elements and have similar affinities
Characters should be attuned by some other system (eg zodiac sign)
Characters should not be attuned to other units
What sort of job class system do you like?
I like when characters come with preset combat roles and skill progression (eg Fire Emblem)
I like a few major class change choices (eg. Vandal Hearts)
I like changing classes freely (eg. Final Fantasy Tactics)
Characters should not have classes and should develop as I see fit
How should job classes affect stat growth?
Leveling up in a certain job should permanent affect a character's stats
The current job should define your stats, regardless of previous job classes
Job classes should define only skills and abilities, having no impact on stats
Please mark the statements you agree with. (Terrain)
Terrain should have varying height, impeding movement based on a "jump" stat
High ground should give an offensive bonus
High ground should give a defensive bonus
Terrain should affect movement speed
Terrain should affect the power of elemental spells (eg. electric attacks and water terrain)
Weather should affect movement (eg. a river in a rainstorm)
Weather should affect elemental spells (eg. ice spells in a blizzard)
Terrain should be destructible (eg. rocks blocking a path)
Terrain should be interactive (eg. controls for a sluice gate or explosive barrels)
Please mark the statements you agree with. (Weapons)
Weapons should be upgraded or bought to increase attack power
New weapons should be significantly more powerful
Weapons should be specific to a character
Multiple characters should use the same weapon type (Short Sword, Axe, Bow, etc)
Characters should be able to equip multiple types of weapons
Characters should be able to equip any type of weapon
Different weapon types should vary greatly in usage and implementation
This poll was created on 2009-07-22 19:41:45 by Tatoolo