A Positional focused battle system in a JRPG game
1. Move party characters around in columns, place characters in rows to power attacks or defences
2. Train levelling soldiers to assist your attacks and defences, then make them mentor other soldiers to give them their stats
3. Attack with a rock paper scissors class element mechanic. Use the Magic character to heal your party members
MORE DETAILS HERE:
https://ferretentertainment.wordpress.com/2017/06/19/concept-of-a-new-battle-system/
>You can recruit soldiers that work like upgradable items: they will help your attacks grow strong or your defence strong and grow over time, depending on what they specialize in. Once they reach a certain level, you can make that soldier a ‘mentor’ who then can retire and add his stats to another soldier. If you train and mentor your soldiers in time, you will eventually get a very strong team of soldiers that compliment your playstyle.
>Attacks are effective in a rock paper scissors fashion. If the character is a melee character, an attack from a ranged fighter will give more damage etc. There is an outlier type: Magic. Magic has no strengths or weaknesses, and cannot defend: instead, they heal the other characters depending on the position of the magic character. The magic character is replaced every now and again in the story, giving opportunities to play with new magic characters, and to change the playstyle of the conflict completely.
These are both shitty ideas. The former sounds like endless grinding busywork, the latter sounds like a simplification, because you're always going to end up doing the same thing because there's one specific way to fight in the best manner in every single battle.