Yeah, video games~
Breath of Fire II is one of the video games I have in mind and is turn based by up to a party of four. Choosing between attack, shoot, item and spell. Haven't played BoF for over 10 years so memories are terrible. cough
Another battle system I have up in mind is the one of Secret of Mana. It use a active battle system and you can set up the options for each character at your own. Every character has their own focus on and I love playing the SoM games because of this battle system. ^-^
mentioned the Weapons Triangle battle system for the Fire Emblem series which I also like. nod nod
Xenoblade Chronicles (X, 2, and upcoming 3 too) use a action-based battle system with upgrading your skills and your normal attacks happen automatically by intervals. Special attacks (which you can upgrade and set as you want/need) are separately in a „line“ at the bottom of the screen.
Real-time battles are super too (like in Lost Kindoms I + II) but I think it's not the question and hard to work on. °-°
Drag-on Dragoon (Drakengard 1-3) use a unique battle system with ground fights (human character) and air battles (dragon characters). I have this just in mind because of flying subeta bosses liek the lilac/purple gelatines and bosses like Quest givers. So maybe it would be cool to do battle on ground or flying with attacks like in Flight Simulator. cough Dreaming of small animated pet battles.
Also turn based are the Golden Sun games and similar to Breath of Fire.
Yeah. I'm pretty sure I know more games with different action/turn/active/linear battle systems (like the whole Tales of... series) but I have so many video games collected, it's hard to remember all. cough cough
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There are a couple of turn based combat games I've played where the mechanic is a slider and you click at the right moment to attack. The best one combined character skills and user skills. User skill determined the how well you hit and character skill determined how much damage you did. So if you click at 100% your character did double max damage, and if you click at 50% you character does half max damage. Its fun, but would not recommend for Subeta for a variety of reasons.
Otherwise most of the turn based combat systems I've played have been pretty much playing a party and you click on which party member should hit which opponent, then everything number wise happens "behind the scenes". Sometimes you got to choose if you wanted to use weapon, magic or potion. Neverwinter Nights is a good example of this type.
The combat system I really like though, is table top gaming. In the RPG I play, both your character and your opponent get weaker as combat progresses. Like if I have 1 hit point left, I do less damage than at the beginning of the fight when I was fully healthy. It feels more real, gives more incentive to guard yourself, but its also a lot more complicated to track, learn, and understand.
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I don't see it mentioned, so there's a quite old series of computer games called Heroes of Might and Magic that I grew up with and remember pretty fondly. Combat was turn-based and I suppose similar to Final Fantasy battles with parties of several heroes against multiple enemies, thought the HMM conceit was that your playable character was commanding an army, which could be a few dozen pikemen strong or, with sufficient upgrades (and resources to recruit) swarms of pikemen plus smaller but more valuable units of advanced soldiers/combatants (e.g. knights, angels, etc. depending on the type of town from which they were recruited). The combat cycled through units rather than assigning every mob stack a task on each turn, so initiative or order of attack became an important factor, as well as movement and attack range just like in any RPG, because battlefields all took place on the same hexagonal grid. Certain mob abilities might make them more effective on certain types of battlefield terrain (e.g. a flying mob would be unobstructed by things that would hinder pikes, or a mob native to the battle terrain might not take a movement penalty that non-native mobs would have), and a few combatant types were vulnerable to or extremely effective against other types (c.f. the pokemon rock paper scissors comparisons other made). Though numbers usually made the difference, allowing an army of thousands of pikes to overwhelm even several dozen stronger NPC mobs, recruiting higher-level soldiers as early as possible was an effective strategy, too. Compare: early Warcraft or Starcraft, released around the same time.
It would be interesting if, during war plots with a "final boss" Subeta players could field all of their pets of varying tiers together like this. Non-battlers who nevertheless collect as many pets as they can might be more likely to participate in these plots, as they could deal enough collective damage with their "army of pikemen" to earn prize points even if battlers with multiple t10-13 pets still got covered in glory and took home the "most damage" rewards, which they do anyway.