Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
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Controlling a squad of characters goes hand-in-hand with turn-based combat. If you’re going to have actual control over your squad, as opposed to directing an AI, then play really needs to be turn-based. You just can’t manage that many characters in realtime effectively.
We decided on this sort of approach because it allowed us to put a lot of options into the combat system. A combat system with real depth, that took account of the player’s tactical skills, was perhaps the most important of our goals when we first started designing the game, and that led us inevitably down the path to a turn-based system.
It’s allowed us to give an entirely different feel to the game. Longer encounters, where combat might take twenty minutes, and involve dozens of important decisions; combat that involves considered thought rather than just reaction or button pushing; and a level playing field that makes you the equal of anyone else in the game from your first battle