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The6uest wrote:The old school turn-based combat always felt less realistic to me and more time consuming.
Legatto wrote:The reason that FO: T was a pure combat tactics game is because the technology at the time didn't allow it to be anything more. The games we a small fraction of the size that they are now. You could take the entire game of FO: T, upgrade it to modern times, and it would still only be on quality with like a $5 downloadable game. However, if instead of being used as an entire game and instead being used as a small part of a much larger experience then I believe it would do quite well. And Wasteland 2 is just the type of game that it would work well in.
Sid Meier wrote:The mistake I think I made in Covert Action is actually having two games in there kind of competing with each other. There was kind of an action game where you break into a building and do all sorts of picking up clues and things like that, and then there was the story which involved a plot where you had to figure out who the mastermind was and the different roles and what cities they were in, and it was a kind of an involved mystery-type plot.
I think, individually, those each could have been good games. Together, they fought with each other. You would have this mystery that you were trying to solve, then you would be facing this action sequence, and you'd do this cool action thing, and you'd get on the building, and you'd say, "What was the mystery I was trying to solve?" Covert Action integrated a story and action poorly, because the action was actually too intense. In Pirates!, you would do a sword fight or a ship battle, and a minute or two later, you were kind of back on your way. In Covert Action, you'd spend ten minutes or so of real time in a mission, and by the time you got out of [the mission], you had no idea of what was going on in the world.
So I call it the "Covert Action Rule". Don't try to do too many games in one package. And that's actually done me a lot of good. You can look at the games I've done since Civilization, and there's always opportunities to throw in more stuff. When two units get together in Civilization and have a battle, why don't we drop out to a war game and spend ten minutes or so in duking out this battle? Well, the Covert Action Rule. Focus on what the game is.
Jon Shafer wrote:People often wonder why a bad game is bad. Sure, there are always obvious clues… it might have poor pacing. Or be extremely repetitive. Maybe it’s just not fun and you can’t quite figure out why. These might all be very real issues, but they nearly always stem from a single problem: a lack of focus somewhere in the game development process. The failure to establish clear priorities is nearly always the core reason for a game’s failure.
Legatto wrote:The reason that FO: T was a pure combat tactics game is because the technology at the time didn't allow it to be anything more.
Vryheid wrote:The ability to use things like prone and cover in Tactics definitely added a lot of depth to the experience and I hope something like that gets carried over in WL2.
Rzarkrusz Rowa wrote:Scale.
Skirmish combat is about individuals.
Tactical combat is about groups.
In Fallout Tactics, one field represents about 1m and one sprite represents one individual. You move individuals and target individuals. That's what skirmish scale is about.
In Wasteland, one field represents about 3m or more depending on map level and one sprite represents a group. You move as a group and target enemy groups.
Inca wrote:+1 to Paultakeda, I am surprised we are on the opposite sides in other threads, I very much favor this approach.
Inca wrote:I think that the micromanagement that typical TB affords is the Achill’s heel of the system. It slows down the combat and makes for some very unrealistic choices. I have an alternative proposal:
let's say we have the TB in the sense: Our team moves, their team moves, civilians move-reanse repeat. BUT
Skip/do-away-with individual micromanaging steps, and "alter" the interrupt mechanic:
Instead of issuing very specific individual orders, such as: stand up, make aimed shot, move 20 squares away-implement following:
Make general orders (call them "standing orders" and "contingency orders") to a "unit' which can be comprised by the whole group or part of the group, or individual character.
Example:
Draw "select box" over two of your team members.
From position X (a "select box" could be used)
Issue modifiers: Maximum stealth (choose shadow, lay low, don't move a lot, choose "quietest" weapons), Maximum Cover (no reason for hiding, they know you are there, hide behind sturdiest wall, make yourself small, but keep good view of a target), Maximum Awareness (forget stealth and cover, best POV)
In formation: Line, File, Wedge, Diamond
Issue an order: "fire on a position" (again a "select box" could be used)
Issue modifiers: "Maximum precision (conserve ammo), Fire superiority (mind ammo, but lay steady fire), Maximum suppression (forget ammo, pin the suckers down)
Those orders are "standing" until certain turn, or "contingency" conditions
Example of contingency conditions:
High losses, Grenade, enfilade fire
Example of "contingency orders":
Withdraw, Seek Cover, Return Fire, Heal
What I mean is that you can skip the micromanagement, Employ real World Tactics, speed up combat, and enjoy the fruit of individual personalities of your party members.
In practice I envision portraits of the party members bracketed into "units" with health status marked by a background color "green" for fully functional, "yellow" for wounded but capable of continuing combat, "red" for incapacitated
with 5 tabs:
"Formation", "Your Position", "Enemy Position", "Fire", "Contingency"
In formation A
You advance to position X with modifier C
Maneuvering against Enemy position Y with modifier D
Using fire Z, with modifier E
In case of contingency take action W with modifier G
Party members will than use their AI for the duration of the turn to execute those orders to the best of their ability.
CookieEatingHuskarl wrote:Rzarkrusz Rowa wrote:Scale.
Skirmish combat is about individuals.
Tactical combat is about groups.
In Fallout Tactics, one field represents about 1m and one sprite represents one individual. You move individuals and target individuals. That's what skirmish scale is about.
In Wasteland, one field represents about 3m or more depending on map level and one sprite represents a group. You move as a group and target enemy groups.
Your 'Skirmish' sounds like my 'Tactical' and I'm thinking games like fallout actually support my view of it, while your 'Tactical' sounds more like my 'Strategic', that includes titles such as Crusader King and Hearts of Iron. That said, I'm a rubbish strategy player. Any sort of tactical game that requires small group tactics however, be it RT or TB, I can handle fine. Group combat trying to duke it out, I fail, miserably.
Vryheid wrote:I like how people continue to completely misquote Brian Fargo as having said that he didn't want Fallout Tactics level complexity in the combat system in Wasteland 2. All he said was that he was aware of the game, and that he was going to be careful not to add too many confusing mechanics that it makes combat a painful experience. If Fargo sees that many fans of tactical RPGs did NOT think they were too complex, then he's more likely to lean in that direction when developing the system in Wasteland 2.
The ability to use things like prone and cover in Tactics definitely added a lot of depth to the experience and I hope something like that gets carried over in WL2.
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