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BatCountry wrote:Did nobody notice that Wasteland let you split your party during combat and that objects could give cover?
That's the only way my first party (back in '89) survived to get away from the first time I accidentally wandered into the Guardian Citadel.
It had a lot more depth than the Bard's Tale-like combat report/menu screen showed.
Gizmo wrote:I envisioned that it might turn out something like this:
Sharkey wrote:I don't see why no one has brought up classic RPG systems seen in classic games from Square like Chrono Trigger, the older Final Fantasies, and Mario RPG. Seriously, those were fantastic party turn based games that I grew up on, and are a lot closer to Wasteland 1 than Fallout.
There's been all this talk on importance of tactical gameplay ala Fallout Tactics and Jagged Aliance, but those games are closer to an RTS than an RPG. Granted we'll probably not get the classic RPG combat of the games I grew up on, though I would love to see something like that as those games have fallen to the wayside, but I really do hope Brian and company stay truer to the original Wasteland's combat than what we've seen in the Fallout games.
I like Fallout 1&2's combat as it works for those games being focused on the single player, but I really don't want to see Wasteland 2 turn into Fallout Tactics as it just wouldn't be that old school RPG gameplay that Brian has been talking about bringing back.
I can explain it to you, but I can't understand it for you.
rurouni wrote:While I appreciate discussions such as 'Combat should be like this or that', combat in WL2 should have the same balance like in WL1, where it does not overpower the storyline yet at certain times (E.g. Fighting the Octotron or Scorpotron) becomes the compelling focus. Other times the mystery of sleeper base takes the forefront etc...
Some newer games of late (while still fun) don't have that sort of fine balance and that is essentially what differentiates a good and great game.
Hence, whatever combat engine is chosen at the end of the day, it should always be finely balanced within the overall game and not become an overpowering feature of it.
I can explain it to you, but I can't understand it for you.
Stainless wrote:I'm in favor of all moves playing out at once at the end of the turn.
Keep it simple stupid: KISS principle.
When I run a paper and pencil rpg, I have the player characters with the lowest intiative declare and roll first, the players with the highest initiative declare and roll last. When all rolls have been made I the storyteller describe what happens starting with the highest initiative players action first. The reason I make the highest initiative player declare moves and roll last is to give tactical advantage to his high initiative, he gets to know what the lower initiative players are attempting.
On a computer game Winning initiative would allow for you to scroll over NPCs and an "action bubble" would appear over him. The AB would tell you his declared move for the turn; "preparing to shoot," "pulling pin on grenade," "ready to spill your entrails," "shitting his pants," "running towards(location)," "reloading," "applying pressure to the stump where his favorite arm used to be." or any other snarky but relavent information. Those NPCs who have higher initiative will only have their AB revealed when you are declaring moves for your PC with higher initiative.
So your PC with the lowest initiative goes first and only gets to see the AB of NPCs with lower initiative. Your next PC with the second lowest initiative gets to see more ABs and thus the battle unfolds giving the character with the highest initiative last deceleration of action and the best picture of the battle field. Now when you hit the end turn button you see the mayham unfold through success, failures, and botches.
Making this closer to pencil and paper is my preference over emulating other turn based games.
rurouni wrote:Thanks for bringing up the 'Covert Action Rule' MDF. Did not know that Side Meier faced this issue before.
I see many games straying from this principle these days and this would be a rule to keep in mind especially when taking in the inputs from passionate fans of WL. Ultimately I view our inputs as just inputs, for me the core team just needs to:
- Identify and preserve the core essence of WL1
- Keep the game elements balanced (Combat/Story)
- Create something that they would be proud of to call a successor to WL!
Brian Fargo wrote:However, combat isn’t going to consist of scrolling text ...
MDF_MadDogFargo wrote:rurouni wrote:Thanks for bringing up the 'Covert Action Rule' MDF. Did not know that Side Meier faced this issue before.
I see many games straying from this principle these days and this would be a rule to keep in mind especially when taking in the inputs from passionate fans of WL. Ultimately I view our inputs as just inputs, for me the core team just needs to:
- Identify and preserve the core essence of WL1
- Keep the game elements balanced (Combat/Story)
- Create something that they would be proud of to call a successor to WL!
Since the combat of Wasteland and Fallout are so different, maybe we should point out those differences and make a poll about it, but not a dumb one like "which kind of combat do you prefer, Wasteland or Fallout," because that is vague and most people are more familiar with Fallout, so we can predict how that would go.
Is the combat of Wasteland "phase-based"? What would we call the combat of Fallout then? My personal distinction is sequential turn-based (Fallout) versus simultaneous turn-based (Wasteland). But maybe that also doesn't quite cover the difference? There are other associated elements to consider too, like the combat scroll. The combat/encounter scroll is an absolute necessity in Wasteland 2.
Over in this other forum there is posted a recent interview where BF makes the comment,Brian Fargo wrote:However, combat isn’t going to consist of scrolling text ...
Although what he probably means is that the combat will not consist solely of scrolling text, I hope he is not underestimating the power of the words in Wasteland. Words can tell you many things that pictures cannot. It can give you a mental picture of simultaneous actions, for example, that real pictures would have a hard time doing. IMO, you can show snapshots or excerpts of combat with the text, which would be more telling than the combat format in Fallout.
undecaf wrote:Gizmo wrote:I envisioned that it might turn out something like this:
I really like that picture, I really do - it, kinda, almost correctly depicts how I have envisioned the system in Wasteland 2. I do not know, if it is your personal horrorstory, or a wish, but it really digs into what I think of being the best alternative (comparison) of Fallout and Wasteland combat systems.
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