Vault Dweller said:
Of course, such an action is possible in both RT and TB, but it doesn't describe neither of these system and thus irrelevant.
It's not meant to describe the systems, but rather to point out that there are events which can work on both of them despite the difference in systems.
The difference between TB and RT are not some moves that couldn't be implemented/executed but the approach, i.e thinking, planning, carrying out plans not separate actions.
Actually, one of the differences between both is exactly that, some functions or elements can't be implemented in RT, so as not to make players too interface-dependant.
And again, in my opinion, the "thinking, planning, and carrying out plans" is still possible, only not in the same way. As an abstraction of combat, in TB you can take your time, and act out as you see fit. In RT most of the time you have to develop strategies on the fly. But that by no means makes it so you can't think, plan and carry out plans in RT games (or that it isn't possible).
Example, in FO2, in the beginning I was often attacked by 3 thugs, and I was able to position myself so that I could kill one at a time.
Try doing the same in a RT game by using a quick appraisal of the situation and acting according to it. More than likely, you'll get the same result.
Similar course of actions was impossible in Lionheart, for example, unless you do the hit and run thing which is not the same as it abuses the retarded AI.
That's true, the AI was bad. That is one of the reasons why it didn't worked better.
Bad example. Arcanum TB was screwed up by APs, but still, some battles, especially the tough ones, the ones that required some tactical approach were quite different. Example: fighting Lukan and his gang. There was also a moment in FOT when you protect the ghouls and a bunch of deathclaws and some tribals rush in. Tell me there was no difference.
The difference is that the execution is being dealt with in a different way. Don't forget that what TB does is to represent your applied tactics in a step by step fashion. Hiding behind a wall, jumping out, opening fire against a group of enemies, then running behind the wall is the same regardless of what system it's happening in, except that in TB, you have individual movements, in RT everything goes off in the same time. You can develop tactics in both systems, but TB, because it waits for player input, allows you to calmly analyze the situation before you make any move. This obviously doesn't happen in RT, because its faster - but faster doesn't mean its impossible. The one thing i can see increase RT's difficulty in terms of control and of not being able to use tactics is to have it work with an entire party which required player control. That would be chaos
But like i was pointing out back there, it can be done with single player RT games (that was my main point, though). If you want to do it with party management, it gets very tricky. The alternative would be having the possibility to assign scripts for characters, but still be able to control them if there was a need. But in my mind that's way too chaotic to even work.
May be, give me a hypothetical example. I don't want to be narrow-minded, I want to learn stuff
Well, i said that because you were taking an example from a common thing that's used to eliminate enemies by exploiting bad AI. Remember ocasions in Arcanum - like the cemitery in Ashbury - where you could just draw one enemy while the others were still around, oblivious to your presence? That's a common example of what you said. That happens in RT because usually, RT pseudo-CRPGs are only based on things like Diablo, and they use very simplified AI that just swarms against you and humps on your avatar. I called it narrow-minded because your opinion of RT is formed on a flaw of the game's design, not on the possibilities an RT system can present.
As for the example, well, you could have a system like the one i pointed out to Otaku_Hanzo up there. Are you looking for a drawn out example? Well, look to the combat of Morrowind, where you can move and attack at the same time, take cover from enemy fire by using your surroundings, use terrain to your advantage, and sneak upon enemies (by running away and taking the enemy by surprise by circling around them). You don't have the ability to block by your means (as its automatic, unfortunately), but all else is a step in the right direction, specially moving and attacking simultaneously. The only grave problem with combat is the lack of more specialized options, and unfortunately, it revolves around constant clicking in melee
Huh? Chess isn't TB? You mean that while I'm considering my move, my opponent can move too? Damn, that's why I suck at it!
Please, Role-Player, stay focused :D I don't want to win by default :D
That didn't come out how i wanted to say it
My mistake, my apology. What i meant was this. Usually when you're labelling something as TB, you're implying that something is following turn-based, as in, the combat system and its rules. Chess doesn't follow them on some things. Initiative doesn't exist for one, given its always the white pieces to go first. As it stands, the sequence derived from initiative is also gone, and it becomes an automatic "my turn, your turn" to play. In chess the oponent isn't limited to waiting for your turn and will oftentimes devise possible strategies before you make your move; meanwhile a TB system usually has everything halted until you plan out your movement and execute it; it's basically a cause and effect. Yes, chess has the basic element of turns, as per the definition of each player taking their turn. Then again, in an RT environement, everyone's having their turn simultaneously, yet that doesn't make it turn-based. At best, it needs turns to be played.
Well, some of it would have definitely made LH a less-painful game, but I don't see the tactical elements, I see an action RPG with combos, attacking and casting at the same time (which is rather silly), blocking, and weight reqs. So, just like in D2 I choose a type of char I want to play, let's say agile lightly armored fighter who fights and casts spells at the same time and does all kinda crazy-ass combos. Then what? After I've chosen him, I play in exactly the same fashion from start to finish. The point is there is no successful or even decent tactical RT RPG, and that got to tell you something, and I don't think it's because of bad AI either. That's the nature of RT games, there is nothing tactical about rushing into the middle of a mini-army all by yourself and killing it in 2 minutes, and if they ever design a RT game where you have to deal with 2-3 enemies at a time, it would be fucking boring for 90% of the target audience.
You're telling me diverse elements cannot help towards a game presenting tactics? So, does that mean all them nifty combat options ToEE had were actually not helping the tactical aspect of it? More combat options help coming up with better strategies for combat.
As for the spells, i don't see a problem. It's not like you'd try out a full ritual while fighting, it was about being able to use minor cantrips, mostly, or like i said, single-target spells. I don't see a problem with casting something like a blinding cantrip or minor fire sphere against a target while fighting. I did include restrictions into the thought so it wouldn't be overpowered.
Doing one thing over and over again isn't tactics, every char above lvl 30 has 2 or 3 things he uses all the time like Frozen Orb or WW or some combos like you described, but you don't use more then 2 because that's how the game is designed, jack of all trades sucks in D2 and without diversity of options there is no tactics.
There are several options; just because there is a tendency to go for the most effective ones doesn't mean there isn't another way. A mage in Arcanum can focus on about five spells - one of them being Harm - for the remainder of the game and will succeed in combat. Likewise a character in Morrowind that focuses on Long Blade/Blunt Weapon, Heavy Armor, Sneak, Security, Athletics and Acrobatics has it quite easy for the rest of the game. But that doesn't mean there aren't other possibilites for combat doesn't it?
Elwro said:
Well, in Lionheart heavy armor gives you a penalty to speed.
I was thinking of actual movement speed, not just the statistic. Or did it affect actual movement?