In most squad/party turn-based combat, position is handled with a grid (squares/hexes...), and actions take a specific amount of time (e.g. snap shot = 17 time units). This can be annoyingly restrictive in some circumstances - e.g. where you'd like to take a shot from between two grid squares, or would like to use 30 time units to make the best shot possible, but are only able to take a snapshot for 17.
A fairly obvious "solution" would be to allow units to be positioned continuously anywhere (walls permitting), and for units to be able to put any amount of time into a shot. [perhaps some games do this already - I haven't played many in recent years]
On the face of it, this would seem to me to be an advantage. The player would be more able to focus on the tactics inherent to the situation, rather than on gaming the arbitrary cut-offs in the system.
Is this a bad idea? If so, why?
Problems I see in some contexts are:
(1) For many actions it doesn't make much sense to have variable amounts of time/accuracy/speed. E.g. equipping a weapon or similar. Since the player might need to be sure of having say 4 units left for this purpose, he'd be forced to be annoyingly precise with movement/shooting times etc. There's always the option to let the player reserve enough units for some action (as in Xcom), but that's going to be cumbersome for more than one reserved action.
(2) You'd still probably need to impose some minimum time cost for attacks. If the player will often be making calculations based on that minimum cost, he'll again need to be undesirably finicky with movement calculations....
(3) Sliding scales for shot time / movement allow the player to be much more careful/precise in his actions. This could slow things down considerably for some players, since there's no longer a few neat options, but rather a continuum of possibilities.
(4) The interface might get in the way of things. Many non-decisions would become decisions - not all of them interesting. [although some daft problems might evaporate with the removal of 15-time-units-and-can't-pull-the-trigger or can't-take-cover-in-the-safe-area-overlapping-two-squares type situations]
I'm not too bothered about (1) and (2) in the situation I'm currently considering, since I'm pretty sure I can reasonably eliminate fixed costs entirely (if it helps). Mainly, I'm concerned with the impact on the player decision-making process. I think that sliding scales for actions, and continuous positioning would allow the player to focus more on the tactics of the situation, than on the game mechanics. I'm just not certain that'll necessarily turn out to be more interesting.
Thoughts?
A fairly obvious "solution" would be to allow units to be positioned continuously anywhere (walls permitting), and for units to be able to put any amount of time into a shot. [perhaps some games do this already - I haven't played many in recent years]
On the face of it, this would seem to me to be an advantage. The player would be more able to focus on the tactics inherent to the situation, rather than on gaming the arbitrary cut-offs in the system.
Is this a bad idea? If so, why?
Problems I see in some contexts are:
(1) For many actions it doesn't make much sense to have variable amounts of time/accuracy/speed. E.g. equipping a weapon or similar. Since the player might need to be sure of having say 4 units left for this purpose, he'd be forced to be annoyingly precise with movement/shooting times etc. There's always the option to let the player reserve enough units for some action (as in Xcom), but that's going to be cumbersome for more than one reserved action.
(2) You'd still probably need to impose some minimum time cost for attacks. If the player will often be making calculations based on that minimum cost, he'll again need to be undesirably finicky with movement calculations....
(3) Sliding scales for shot time / movement allow the player to be much more careful/precise in his actions. This could slow things down considerably for some players, since there's no longer a few neat options, but rather a continuum of possibilities.
(4) The interface might get in the way of things. Many non-decisions would become decisions - not all of them interesting. [although some daft problems might evaporate with the removal of 15-time-units-and-can't-pull-the-trigger or can't-take-cover-in-the-safe-area-overlapping-two-squares type situations]
I'm not too bothered about (1) and (2) in the situation I'm currently considering, since I'm pretty sure I can reasonably eliminate fixed costs entirely (if it helps). Mainly, I'm concerned with the impact on the player decision-making process. I think that sliding scales for actions, and continuous positioning would allow the player to focus more on the tactics of the situation, than on the game mechanics. I'm just not certain that'll necessarily turn out to be more interesting.
Thoughts?