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Mandemon wrote:However, in Wasteland combat was essentially pressing "attack" button. This would be rather out of place on modern RPG.
Mandemon wrote:If you keep reloading because you made bad choices you are clearly not playing in right mindset. What is the point of combat if you reload after each "bad" turn? I mean, what's the point?
I mean, in the situation I gave you would simply reload earlier save and instead have C & D start looking for roof ambushers instead of original plan.
True, this system might take longer but I fail to see how waiting everyone to have their turn is anyway faster, except computer can calculate everything on the fly, so to speak. In this case, computer could calculate it's own paths while waiting for player entry, then take those and recheck it's own paths.
Keaton wrote:Real time combat IS NOT less sophisticated or tactical than TB as many people keep saying, thats just ridiculous. But it's very difficult to get it right. The advantange would be that it doesn't drag out as long as TB combat and therefore trash mobs are less annoying. But since I'm a very patient guy I don't have a problem with that.
Phase based combat or how the OP called it "simultaneous TB combat" would be kind of a compromise to mitigate that issue.
Keaton wrote:But we want TB combat and for phase based combat to be TB they have to make sure that every action your party members and the mobs can take starts at the beginning of the respective phase and ends with it or lasts for a multiple of one phase.
The moment it starts to get asynchronous or the reaction time of the player comes into play it is no longer TB but RTwP with a useless forced autopause in regular intervals. Same for cooldown timers, that would be RT too.
Mandemon wrote:Keaton wrote:Real time combat IS NOT less sophisticated or tactical than TB as many people keep saying, thats just ridiculous. But it's very difficult to get it right. The advantange would be that it doesn't drag out as long as TB combat and therefore trash mobs are less annoying. But since I'm a very patient guy I don't have a problem with that.
Phase based combat or how the OP called it "simultaneous TB combat" would be kind of a compromise to mitigate that issue.
Indeed. RT combat main weakness is in the computing power it needs and how much micromanagement it would require from player to be on level of TB combat. In RT everything needs to be calculated "on the fly" where as in TB calculations can be done on background.
Mandemon wrote:Keaton wrote:But we want TB combat and for phase based combat to be TB they have to make sure that every action your party members and the mobs can take starts at the beginning of the respective phase and ends with it or lasts for a multiple of one phase.
The moment it starts to get asynchronous or the reaction time of the player comes into play it is no longer TB but RTwP with a useless forced autopause in regular intervals. Same for cooldown timers, that would be RT too.
I wish to remind that what I propose is not RTwP, but TB with RT turns. Once you click that "submit turn"(or whatever), you have no control over your characters. They will play out said 10 second clip and act based on commands you gave them. Main weakness I see with my proposal is that larger the group of combatants (player party and enemies) is and longer the game goes, more computing power is needed unless some heavy optimization is done.
Lucius wrote:I'd like to see a system where one side moves all of their guys. The opponent then moves all his people to position. This could be inter-mingled based on some kind of initiative score or attribute like speed. Once all movement is complete, you would then select targets (or actions such as reload, evade). Once all actions are queued, you would press end turn and the firing phase would play out with both sides attacking simultaneously. I'm not sure what game to compare this system to, but it seems to be a phase based system which would be somewhat true to the original.
Lucius wrote:I'd like to see a system where one side moves all of their guys. The opponent then moves all his people to position. This could be inter-mingled based on some kind of initiative score or attribute like speed. Once all movement is complete, you would then select targets (or actions such as reload, evade). Once all actions are queued, you would press end turn and the firing phase would play out with both sides attacking simultaneously. I'm not sure what game to compare this system to, but it seems to be a phase based system which would be somewhat true to the original.
Mandemon wrote:Combat is going to be closer to Fallout Tactics and Jagged Alliance, so why not animations? If we are going to be shown visual combat, instead of text-only description, why would they skip all the points?
Mandemon wrote:What I have proposed is the same as with the Wasteland. All actions are carried out in at the same time. This is no different from phased combat of Wasteland, no? Only difference is, you don't press button and X amount of time has passed you get to read results. You are shown how those results came to be.
Mandemon wrote:It also allows more tactics into combat, since it's no longer "press attack button", but you can give more complex order if you wish like the one I described earlier. Or you can just rush and shoot.
Lucius wrote:I'd like to see a system where one side moves all of their guys. The opponent then moves all his people to position. This could be inter-mingled based on some kind of initiative score or attribute like speed. Once all movement is complete, you would then select targets (or actions such as reload, evade). Once all actions are queued, you would press end turn and the firing phase would play out with both sides attacking simultaneously. I'm not sure what game to compare this system to, but it seems to be a phase based system which would be somewhat true to the original.
Lirpakkaa wrote:Tabletop games like Warhammer, often have a system like this. And it seems like a pretty good system, straightforward to take modifiers on accuracy based on movement (both of the shooters' and the targets movement), and you avoid having an Action Point system where shooting and running are somehow directly mutually exclusive. Also no need for separate interrupt system, if everyone moves at the same time, then shoots in an order defined by some sort of initiative meter (you could get faster shots off when you'd wait on movement, for example).
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