I have to say though Kosheh, I like ATB the most over turnbased.
The most important reason is because Speed is actually given a proper purpose. Rather than just gettin the first strike in turn based games like Pokemon, if you've high speed, you can actually out turn your opponents multiple times before they finally get their turn. This gives Speedy characters a much greater purpose.
Next, an additional strategy layer of Charge Time is introduced. Once again, rather than an overly simple charge in one turn, and fire in the next mechanic like in Pokemon, every ability has a certain amount of time it takes to charge and release.. Could be the equivalent of half a turn, could be the equivalent of multiple turns, but ultimately, it requires the player to time when they should or shouldn't cast heavy hitting spells that take a while to charge, because they could be hit multiple times before the casting is complete.
Finally, it makes the battles feel a bit closer to real time. Rather than just "I hit you, then you hit me," just about anything can happen depending on everyone's speed compared to one another, and things like Pre-Emptive Strikes or Ambushes are given a bit more weight.
If there's one thing I can't stand is when people say it feels slow. These are the same people who never enter the options menu, and adjust the battle speed to the fastest setting to maximum results. It takes like 1 second, 2 seconds tops on that setting, for the next character's turn to arrive. At that point they're just overly impatient.
So there's a bonus feature. You can customize how fast the battles play out, such that you can have more reaction time, or as fast as possible if you don't need any. In an RPG I make that utilizes this fighting style, I'd incorporate a battle speed 0 setting, that basically fills up everyone's time in one frame until someone's turn arrives, just to shut the people up who think 1-2 seconds of waiting is "too slow."
The most important reason is because Speed is actually given a proper purpose. Rather than just gettin the first strike in turn based games like Pokemon, if you've high speed, you can actually out turn your opponents multiple times before they finally get their turn. This gives Speedy characters a much greater purpose.
Next, an additional strategy layer of Charge Time is introduced. Once again, rather than an overly simple charge in one turn, and fire in the next mechanic like in Pokemon, every ability has a certain amount of time it takes to charge and release.. Could be the equivalent of half a turn, could be the equivalent of multiple turns, but ultimately, it requires the player to time when they should or shouldn't cast heavy hitting spells that take a while to charge, because they could be hit multiple times before the casting is complete.
Finally, it makes the battles feel a bit closer to real time. Rather than just "I hit you, then you hit me," just about anything can happen depending on everyone's speed compared to one another, and things like Pre-Emptive Strikes or Ambushes are given a bit more weight.
If there's one thing I can't stand is when people say it feels slow. These are the same people who never enter the options menu, and adjust the battle speed to the fastest setting to maximum results. It takes like 1 second, 2 seconds tops on that setting, for the next character's turn to arrive. At that point they're just overly impatient.
So there's a bonus feature. You can customize how fast the battles play out, such that you can have more reaction time, or as fast as possible if you don't need any. In an RPG I make that utilizes this fighting style, I'd incorporate a battle speed 0 setting, that basically fills up everyone's time in one frame until someone's turn arrives, just to shut the people up who think 1-2 seconds of waiting is "too slow."