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falloutgod13 wrote:Wall-E? :O lol what is that from? Not the robot but the image.
Gizmo wrote:Problem is that the Fallout approach is slightly flawed , and things like suppressive fire are not really possible in Fallout.
Shaewaros wrote:Gizmo wrote:Problem is that the Fallout approach is slightly flawed , and things like suppressive fire are not really possible in Fallout.
I personally don't know any RPG that would have a well done suppressive fire mechanism.
Proton Axeman wrote:Shaewaros wrote:Gizmo wrote:Problem is that the Fallout approach is slightly flawed , and things like suppressive fire are not really possible in Fallout.
I personally don't know any RPG that would have a well done suppressive fire mechanism.
It's fairly useful in UFO:AI, and to some degree in the Jagged Alliance series -- both model morale to a considerable degree, actors take into account fire *near* them, and it's possible for both player characters and enemies to be pinned down (and enemies will even break and run away).
Frogacuda wrote:I hope the combat is much faster paced than either.
And by faster paced I don't mean action based, but I don't like waiting/watching or clumsily re-selecting in turn-based games. Combat should be no slower than it has to be to allow for tactical decisions.
But what's the difference as far as combat is concerned? I think Fallout could have benefited immensely from additional, meaningful combat options. Fallout still had instant kill criticals ~Its not like all RPGs are required to implement 15 shots to the head in order to kill an NPC, or that a character should not benefit from crouching or cover in an RPG.Shaewaros wrote:UFO and Jagged Alliance games are not RPGs. They're brilliant games and I love them to death, but still they are not RPGs.

In this, I didn't mind at all... Indeed, in Fallout 2 I'd often start a three way fight in New Reno ~on purpose.Shaewaros wrote:It was tedious in FO to wait for all 20 civilians to act in their turn. Especially enemy/civilian turns should work much, much faster.
I didn't see Fallout as having archaic controls... Its true that it had a hotkey for just about everything, but you could play the entire game with just the click of a mouse; and the UI was rather clever about it.Gaelen wrote:I want to have to think about what I'm going to do next (in combat) without struggling with archaic controls.
Shaewaros wrote:
I personally don't know any RPG that would have a well done suppressive fire mechanism.
Balthazor wrote:I enjoyed the party combat of Dragon Age. I would generally put the camera in a top-down zoomed out perspective much of the time, and it reminded me of a 3D, upgraded version of Baldur's Gate, with a wider area of view.
Something like that would be fun, and graphically appealing. The mechanics would be different, given that the developers have already stated it is going to be turn-based, but I'm sure they could apply turn-based party combat using a 'modern graphics' engine like that used in Dragon Age.
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