kingcomrade
Kingcomrade
aim: 1 tick
shoot: 2 ticks
run: 1.5 (rounded up) ticks per "hex"
walk: 1 tick per "hex"
etc.: x ticks [/qupte]
Isn't this real time with pause?
aim: 1 tick
shoot: 2 ticks
run: 1.5 (rounded up) ticks per "hex"
walk: 1 tick per "hex"
etc.: x ticks [/qupte]
Isn't this real time with pause?
Genuine real time with wide range of interrupt conditions to eliminate any influence of player's reflex might be reasonable. TB mechanics running in RT, but with active pause, as seen in infinity engine games was a travesty.Mayday said:Isn't real time with pause the best option if done well? (ie. most realistic and least prone to abuse).
kingcomrade said:aim: 1 tick
shoot: 2 ticks
run: 1.5 (rounded up) ticks per "hex"
walk: 1 tick per "hex"
etc.: x ticks [/qupte]
Isn't this real time with pause?
TheLostOne said:I'd like to see something implemented in a squad based game which I've only seen in japanese tactics games.
Single action turns (move+action) which has a weighted time value depending on the action. So someone taking a quick stationary shot would do so and it would cost like 10 time units, but someone who moved first then took an aimed shot would cost 50 or so. You accumulate these points while other people are acting and your turn pops up when you reach 100. So if you only used 10 you're turn would come again much sooner than if you used 50.
I like this system because its simple and if I just want to use a turn to reload or take cover or scout out a few hexes then retreat I can do that without having to wait for everyone else to have their turn afterwards.
Mayday said:Isn't real time with pause the best option if done well? (ie. most realistic and least prone to abuse).
DraQ said:I would disagree on late Wizardries, specifically Wizardry 8. While you only declare one action per character per round (two if you move around), characters are able to perform this action multiple times per turn (often switching targets), more so, their ability to perform multiple actions gradualy decreases with increase of the distance your party walked/ran in this round, so it's safe to say that Wiz8 has sort of AP system hidden behind single action interface.Section8 said:"Blob with Arms": Most of the party based first person dungeon crawlers of yesteryear play out with you basically plotting a single action for each character, and without movement it relies on a well developed set of spells and phsyical attacks. The late Wizardries are prime examples.
TheLostOne said:I'd like to see something implemented in a squad based game which I've only seen in japanese tactics games.
Single action turns (move+action) which has a weighted time value depending on the action. So someone taking a quick stationary shot would do so and it would cost like 10 time units, but someone who moved first then took an aimed shot would cost 50 or so. You accumulate these points while other people are acting and your turn pops up when you reach 100. So if you only used 10 you're turn would come again much sooner than if you used 50.
I like this system because its simple and if I just want to use a turn to reload or take cover or scout out a few hexes then retreat I can do that without having to wait for everyone else to have their turn afterwards.