hell bovine
Arcane
Pathfinder Kingmaker (and I like the game) has the same design issue as IE games, though: lots of boring trash mobs to fight through. The most interesting fights in BG are those against varied groups propped with scs-ai. And these would have been better in turn based, because to control high level spellcasters with vancian magic you pause left and right anyway.Can anyone explain to me (a) how a modder has the manpower to add TB to Pathfinder: Kingmaker, (b) how Owlcat has the manpower to add TB as an on-the-fly toggle for WotR, and (c) how Obsidian has the manpower to add a fully-fledged TB mode to Deadfire, but Larian can’t leverage its 350-person team to balance a RTwP version?
Nice point. Amazing questoin. IMO ideally they should give options ie - rtwp or tb?
All of the examples cited above have glaring problems regarding their TB implementation. It turns out that when you change the fundamental way combat works, you find yourself redesigning every single encounter, provided you want to make a good game... Crazy huh? .
Giving the option for RTwP would result in PS:T tier combat, or would encroach on the development time/resources it takes to design good TB mechanics and encounters.
Deadfire’s TB mode has great reviews with many preferring it to RTwP and WotR’s TB mode obviously hasn’t been released. I tried Deadfire’s TB and was pleasantly surprised. I didn't try the Kingmaker mod, but that has good reviews on Nexus.
Rwtp isn't 'balanced' for real time combat, it's 'balanced' for lazy game design, where the maps are filled with repetitive enemy groups best resolved in real time, but once you get to an actually interesting battle, you have to pause. Because neither the game mechanics, not the user interface are adjusted to real time controls of multiple units with different abilities.
Compare it to how 'full party control' works in real time strategies.