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The combat systems in those games are great, but can get a bit tedious. Sometimes I just want to smash through the more meaningless fights in one turn and move on.
The Timeline up top is so small, I really doubt it has as much puzzle-like positioning as SG/EB. Especially since it also predicts the next round, like Octopath does. Could you imagine an SG/EB system where you not only saw your position on the Timeline during the round, but ALSO saw how it would place you next round!? Ahhhhh! Too much! XD
I'm just guessing, but this looks like a middle ground where you can finally see the action order that is inherently there in the original, but positioning on that Timeline doesn't have the same importance as in the SG/EB variation.
I mean in Octopath you CAN still change stuff around on both the current and next turns, so it's quite possible they found inspiration from that.
Oh, what I mean by positioning is that games like Octopath and FFX use a timeline to show time order. We can call it positioning, sure, but it is functionally a "schedule" of moves, where the only thing important about your "position" is how soon until you act.
SG/EB add an actual physical element to your position in the queue. The fact that a person has acted in the timing sense does not prevent its position from becoming important. In this way, and unlike almost any other games I can think of, the Timeline systems of SG/EB are not JUST an indication of who goes when. They also act as a physical placement, almost like its own Tactics game except instead of a 2D grid, it's a 1D line that coincides 1:1 with timing.
So, given this complex dynamic in SG/EB of physical placement and timing both being the same thing, having to juggle that idea for the CURRENT round AND the NEXT round would be a LOT to consider! XD
https://www.youtube.com/watch?v=w7I0J1nRgxs
Check minute 0:28
... and about the Overdrive / United Attack system, they work in the same way as Romancing SaGa Re;univerSe.