So, I'm working on a battle system (non-RPG) of sorts for my storygame. I'm developing ideas for mechanics. How does this sound?:
Each fight has a number of opponents.
There are up to 20 variables meant to represent said opponents. FOE1, FOE2, FOE3, ...
When the "FOE" variable is at 1, it indicates that the enemy is present. Otherwise, it is at 0.
At the end of every fight, the variables for all FOEs return to 0.
The objective of each fight is to either get rid off all present FOEs or to gain a certain number of SCORE. Each fight has a specific number required to end it and have the enemies lose morale and retreat or to give the player the total upper hand and enters a scene where he gets an automatic victory.
Main character has ability to acquire skills while training.
These "skills" are actually items that can be used at specific times when facing opponents. Certain skills like "Headlock" or "Roundhouse Kick" work in specific cases. Once used, they're gone. Further training is required to gain them again, but it's risky as it could have the character killed and result in GAME OVER. Maybe I'll create another variable so "EXPERIENCE" could be used to in a sense buy skills.
There also various weapons available, but I'm still fleshing that out. Guns, crossbows, and the work play under a long-range combat mode, but that works differently from melee where stuff like batons and brass knuckles are used.
Certain enemies have specific attributes. Some are large, some agile, some have armor, giving them immunity to certain weapons. It's the player's job to get used to which weapons and skills are most often effective against particular enemies and to plan accordingly as they progress through the game.
Better weapons are acquired at the end of fights. Only one long-range and one melee weapon can be used at a time.
Certain guns like revolvers and pistols can be used for both long-range and close combat.
Training with weapons unlock weapon-specific skills that are dropped when the item is.
Boss battles work slightly differently. Much trickier, less freedom as to what the player can get away with, and may require the player to defeat the boss' surrounding companions to raise SCORE before they can deal an effective blow. (EDIT: Or maybe SCORE only increases while the boss takes damage and hurting the minions don't do anything to SCORE in boss battles as the minions continue to file in.)
There's more to it, but it's not fully constructed yet. Feel free to share any feedback or suggestions.