I have a few games ideas that would feature having 2 entities fighting each other in board or video game context. For example: 2 wrestler, 2 boxers or 2 mecha fighting each other, an RPG with only one character and one opponent.
The problem, is that such combat can become pretty dull rapidly. For example, in the original "Dragon Quest"(Dragon Warrior), the player and the monster simply alternate attacking each other until one of them died. This was pretty boring.
So I was wondering how strategy could be added to such games without using a 2D tactical movement grid. Solutions I have found so far:
* Give a lot of possible actions, having different synergies with opponent reaction.
* Randomize possible actions. Use cards to only give player a sub-set of the possible actions. Less thematic, but works well. Ex: "Sentinels of multiverse", "Magic the gathering".
* Make the combat a puzzle, there is only a few ways to resolve the conflict, and players must find how. Reminds me of "Punch Out"
* Asymmetric timing: Instead of each side doing action per turn, have a cooldown/initiative system that could make an entity to perform more (shorter) actions than it's opponent over the duration of the battle.
* Stances or states: Changes the behavior of certain actions and othe rules. For example, the "Bunker" character in "Sentinels of multiverse" which have "Mode" cards that changes how the character is played.
Any other suggestions?
Asymmetric timing, yes I intended to use it in Wizardry, with the possibility to act now or at the end of the delay (spell concentration). Actions would have different speed, so making quick actions would allow acting more often, but probably less powerful. If you can see your opponent's timing, you could try to do certain actions before they can act. It does not have to be real time. And yes this system can apply to 1 vs 1 battles.
Hit locations could be something to consider especially if you have access to all your character's action. Each location could have pro and cons which could add strategy. Thematically, it would work very well for mecha vs mecha themes. Localized casualties like used in mechwarrior was always interesting.
I like the idea of action points, but I do not intend to have any movement. Both entities are standing in front of each other and fighting. But with an action point system, it could allow you to make a combination of actions, rather than 1 action. It's another alternative to asymmetric initiative.
Playing secretly and revealing simultaneously can bring mind games to the strategy. I am not a fan of such mechanism, but it works.
I think not having a random pool of action is that what would make it challenging to design. Because if there is a dominant strategy in the character actions, players could used the same action over and over. Mage wars has no randomness, but each card can only be used once per game.