For me the best solution is:
- combat modes: turn, rt or "pause mode), so if everyone will be happy!
Moderator: Rangers
cerberix wrote:- combat modes: turn, rt or "pause mode), so if everyone will be happy!
cerberix wrote:Yes, Fallout Tactics has 2 modes of combat: turn based and real time. I hope Wasteland 2 will has these modes too, but devs if you don't like that idea please do something like Icewind Dale/Baldurs combat style (it's "real time" but you can use pause for planning attacks, you know).
For me the best solution is:
- combat modes: turn, rt or "pause mode), so if everyone will be happy!
Gizmo wrote:cerberix wrote:Yes, Fallout Tactics has 2 modes of combat: turn based and real time. I hope Wasteland 2 will has these modes too, but devs if you don't like that idea please do something like Icewind Dale/Baldurs combat style (it's "real time" but you can use pause for planning attacks, you know).
For me the best solution is:
- combat modes: turn, rt or "pause mode), so if everyone will be happy!
It won't be realtime; (something I'm thankful about). I like Tactics, IWD, and BG, but they are unrelated games. I would hope for a closer sequel than copying them would allow.
BatCountry wrote:I think the crux of the Wasteland system is simultaneous turns. You don't just step your pieces one at a time through Wasteland battles. You give them orders and then everybody acts at the same time. It's very different from Fallout. It happens quicker but you don't have fewer things to do.
dmazz wrote:But what is interesting is that Brian mentioned Fallout Tactics, and it uses a real time combat system.-
dmazz wrote:In regards to describing what combat is people need to break a games combat down into it's components to describe it properly.
Baldurs Gate - Real time with pause, optional A.i party fire and movement control.
Fallout tactics - Real time with pause (turn based combat option), optional A.i party fire control.
Fallout - turn based, non optional A.i party fire and movement control.
Jagged Alliance 2 - turn based, manual party fire and movement controls (including crouch and prone)
Silent Storm - turn based, manual party fire and movement controls (including crouch and prone)
Wasteland - Paused with fast forward, manual party fire and movement controls. (not including crouch and prone)
Frozen Synapse - Paused with fast forward, manual party fire and movement controls. (including crouch and prone)
The above is also ranked from fastest to slowest combat. [...]
Plasmablaster wrote:MDF_MadDogFargo wrote:[not quote="BatCountry"]
I think the crux of the Wasteland system is simultaneous turns. You don't just step your pieces one at a time through Wasteland battles. You give them orders and then everybody acts at the same time. It's very different from Fallout. It happens quicker but you don't have fewer things to do.
I like this approach very much. I've played both fallouts and also games like Combat Mission or Laser Squad Nemesis where you issue commands/directions to your units while the game is paused, your opponent does the same and when both sides are ready the commands get executed by each participant to the best of his ability simultaneously to one-another. I like the latter system much more (simultaneous turns).
The main reasons is that it allows for better realism, more advanced tactics (like immediately resolved suppression) and very importantly it recreates what happens when things don't go the way you planned in a much better way (confusion in fights is very often the deciding factor). If you made a plan based on an assupmtion of yours but during the turn things didn't go as planned the consequences may be more severe than in fallout-style combat and I like that.
So, I'm all for a simultaneous turns system.
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.
MDF_MadDogFargo wrote:I do not know if one ought to call Wasteland combat purely simultaneous or stepwise simultaneous (since some characters have higher speed than others), but whatever you want to call it, it's some kind of overlapping turns combat.
Gizmo wrote:'Phase Based' allows committed intent, but the actions still played out linearly; a side effect of this is that a PC's intended target might actually be dead by the time they (would have) attacked them.
Quarex wrote:Anyone who thinks there has never been a good party combat system has probably not played that many CRPGs.
Or RPGs in general, really.
I mean, even if you think Wasteland's combat system was bad for the time (which it totally was not), the Ultima games had quick party-based combat; I still feel that Ultima VI is the best turn-based party combat system ever, though Temple of Elemental Evil's was pretty good too (albeit too slow). Speaking of too slow, any game that is based on tactical squad-based combat WILL be too slow when combat is not the focus of the game. As much as I love games like that, if you spend 99% of your time fighting and 1% of your time exploring, it is not really an RPG anymore.
I think the real exciting thing people are overlooking is that we have the opportunity to do something nobody has ever done before (to my knowledge); have all of your characters issued commands at the same time, ala Wasteland, and then see it played out in real time as both sides open fire on each other, with the kind of havoc that only "everyone gunning down a single target" can create (how else are people supposed to be turned into a fine red mist?).
paultakeda wrote:dmazz wrote:But what is interesting is that Brian mentioned Fallout Tactics, and it uses a real time combat system.-
Actually, FO:T has three modes, the closest to WL is STB, a phased, turn-based combat mode. Also, Brian mentioned FO:T because it's what was used as a discussion starter in the forums. He didn't bring it up, we did.
krellen wrote:cerberix wrote:- combat modes: turn, rt or "pause mode), so if everyone will be happy!
I would not be happy with FOT style gameplay. Implementing the "real-time-with-pause" system, or even the "continuous turn based" one, would force game play conceits towards these systems that would deter from the feel of a genuine turn-based design.
krellen wrote:cerberix wrote:- combat modes: turn, rt or "pause mode), so if everyone will be happy!
I would not be happy with FOT style gameplay. Implementing the "real-time-with-pause" system, or even the "continuous turn based" one, would force game play conceits towards these systems that would deter from the feel of a genuine turn-based design.
Baldur's Gate never really felt like D&D to me because it was really real-time underneath.
I can explain it to you, but I can't understand it for you.
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