Many years ago, when I played the first Final Fantasy, I had my Nintendo Power Strategy guide and where analysing equipment and monster elemental strength/weakness to be more efficient. I really liked the idea, it made it some sort of puzzle, it added strategy and optimization. But it was entirely optional.
I have an idea to design an RPG, where all this research is mandatory. In fact, it would be the core of the game. My idea would be that for example, all attacks do 1 damage unless the target has a weakness against it. Forcing the player to find the right spells or equipment to use.
The problem is that it's not a very interesting mechanism. You could just make sure you have at least 1 of each elemental attack and defend against the most elements possible. Once you found the ennemy's weakness, you repeat the same attack until death. I want something more strategic and interesting.
So I am looking for maybe other mechanics idea that could create the same experience I am looking for. Which means making combat more strategic by asking player to do research and experiments, optimise equipment and skills, and make interesting decisions during the battle to adapt to what could not be planned.
Another solution would be to determine the possible character actions randomly (ex: draw cards from a deck) so that you cannot do the same action over and over again, but I am not sure I want to use this route.
Have any body seen something similar elsewhere.
The first final fantasy used spell point slots, and I think using this could be an advantage to strategy. Because it means using or not that spell or skill in favor to something else. So much more decision than having only a MP bar. It's a bit like a deck of cards, where you have all cards in hand, like mage wars.
Cool down could also be interesting for spell/skill that should be reusable.
Well that is one thing I thought is that most of the game could be about research. Which will ask for randomisation of data from a game to another. There could be ways to learn information off battles. I tought that you could bombard with a ship the Villain's castle with shell of various elements to spot potential weaknesses. Else quest or villagers could reveal information. Or you could send a scout or a drone to spy on the villain.
Defining the ways research can be done could impact the way combat is done.
Added effects could also be an interesting puzzle. Add a weakness effect to a monster to make a certain weapon work.
Other ideas I had:
Element chains: Use Ice attack first, then use lightning.
Action chains: Playing the actions in a specific order will be important. For example, one character cast a armor piercing spell on another character which attack with a weapons of the right element.
Else, I thought of using dice like Mage wars. Each monster could have an armor rating for each element which is substracted after each battle, or a soaking armor which is an HP bar of that element. Certain skills/spells could armor pierce that defense if you are lucky on the roll.