I mean phase based as in there's a planning phase and there's an execution phase. There are no "turns" in the game, and every extended movement costs real time (e.g. 1 second, 3 seconds) to perform. For example:
Move 1 tile = 2 seconds
Move 1 diagonal tile = 3 seconds
Run 1 tile = 1 second
Run 1 diagonal tile = 1.5 seconds
Crawl 1 tile = 3 seconds
Crawl 1 diagonal tile = 4.5 seconds
Turn = 0.5 seconds
Change stance = 2 seconds
Reload = 4-6 seconds depending on gun
Shoot = 3 seconds depending on gun and skill
Now, let's begin with the most basic concept: Commitment.
Commitment is factored in when you start chaining commands. For example, you direct your PC to walk 4 tiles, turn 1 facing, kneel down and the shoot the enemy.
Walk 4 tiles = 8 seconds
Turn = 0.5 second
Change stance = 2 seconds
Snap Shot = 3 seconds
Thus the total committed time is 13.5 seconds. This means, for 13.5 seconds you are unable to do anything else but follow the commands to the letter.
Next up, interception. Let's assume that you get shot at when you change stance (remember, when you're moving, the whole world is moving with you). A stat-check roll is performed to check if the character "fumbles" under stressful conditions. If he fumbles, the rest of his actions are cancelled and control returns to the player.
So why is commitment important? Chaining a long command is risky but the reward for it should be significant enough to entice players to attempt it. This is where special morale conditions come into play.
I plan to implement a "adrenaline" meter where chaining commands fills it up while getting intercepted empties it. The higher the meter is, the faster a character performs actions, and the higher bonuses he gets in all his rolls, and when the meter is full the character gets to execute a feat (cue bullet time sequence...)
So what do you think? Would this be fun? Note the emphasis on "fun" rather than "simulation" or "realistic".
Move 1 tile = 2 seconds
Move 1 diagonal tile = 3 seconds
Run 1 tile = 1 second
Run 1 diagonal tile = 1.5 seconds
Crawl 1 tile = 3 seconds
Crawl 1 diagonal tile = 4.5 seconds
Turn = 0.5 seconds
Change stance = 2 seconds
Reload = 4-6 seconds depending on gun
Shoot = 3 seconds depending on gun and skill
Now, let's begin with the most basic concept: Commitment.
Commitment is factored in when you start chaining commands. For example, you direct your PC to walk 4 tiles, turn 1 facing, kneel down and the shoot the enemy.
Walk 4 tiles = 8 seconds
Turn = 0.5 second
Change stance = 2 seconds
Snap Shot = 3 seconds
Thus the total committed time is 13.5 seconds. This means, for 13.5 seconds you are unable to do anything else but follow the commands to the letter.
Next up, interception. Let's assume that you get shot at when you change stance (remember, when you're moving, the whole world is moving with you). A stat-check roll is performed to check if the character "fumbles" under stressful conditions. If he fumbles, the rest of his actions are cancelled and control returns to the player.
So why is commitment important? Chaining a long command is risky but the reward for it should be significant enough to entice players to attempt it. This is where special morale conditions come into play.
I plan to implement a "adrenaline" meter where chaining commands fills it up while getting intercepted empties it. The higher the meter is, the faster a character performs actions, and the higher bonuses he gets in all his rolls, and when the meter is full the character gets to execute a feat (cue bullet time sequence...)
So what do you think? Would this be fun? Note the emphasis on "fun" rather than "simulation" or "realistic".