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Interview Age of Decadence - Big in France

Eldritch

Scholar
Joined
Dec 29, 2008
Messages
705
skyway said:
There was a mission where you MUST go through arc where guards are sitting - there is no other way. You either kill them or they call for help which overwhelms you - and there is no other way.

There also was a mission where you had to kill guards in the fort - there was no other way to bypass them because there was only one entrance in the wall. So the only way to win the mission was to lure them on the mines of dwarves.
However before that you had to fight off two hordes of the enemies attacking from the forest. Every time. They started to magically attack you no matter what you do.

There also was a part of the mission where you have to sneak into the castle with the dwarf and open the castle door. There was only one possible road, no alternatives and enemies were in the same place, patrolling the same trajectory.

This is Myth II:Soulblighter. Also most of these are the earliest missions meant to ease you up to the action a little bit so its unfair to judge that whole campaign from these examples only.

Blinded by my nerdrage I have missed this one here AND Jim Cojones post while typing out the hatred away. And you kept referring to the game you played as "Myth" only so that's TFL for me. I still think you're being a bit unfair to the Soulblighter but TFL is the real deal. It's fucking brutal. Play eet.
 

BethesdaLove

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Messages
1,998
elander_ said:
BethesdaLove said:
That is what I was getting at. But VD seems to lead a crusade against RTwP.

What exactly? I agree with VD that if you want tactics there's nothing we know that works as well as TB. The system is important. When they made XCom and JA2 they could have made these games with a RTwP system but they didn't because it would be too limited.

In TB you can fight on 2 fronts simultaniously while in RTwP you have a hard time because you have to watch the screen all the time, pause and play accordingly. That is the limit of RTwP, nothing else limits it. At least I cant think of anything right now.
 

BethesdaLove

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Messages
1,998
I realize that this is an age old discussion but give me 10 minutes of your time and show me your point because I dont see it. I did comment on the old article.
And do it without provocations, I know its the Codex, but just this time.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
28,044
Well, to be absolutely honest, I don't think I can do it better than Section8 did. The man has both the understanding and a way with words. My advice - read what he wrote again.

As for my own thoughts, I've posted enough on this subject, so if I didn't see my point, I doubt that anything I can add will make a difference.
 

BethesdaLove

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Reading something again that is not entirely true doesnt make it true.
I would have appreciated an answer to my comments.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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TB is not inherently more challenging - intellectually or otherwise - than real time. That's complete and utter bullshit.
 

Silellak

Cipher
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Tucson, AZ
Volourn said:
TB is not inherently more challenging - intellectually or otherwise - than real time. That's complete and utter bullshit.

Inherently? No, of course not. One could easily make a turn-based equivalent of Pac-Man or Pong that's no more intellectually challenging than the real-time version.

I would however argue, as many others in this thread have, that a turn-based system has far more potential to be intellectually challenging than a real-time system.
 

Melcar

Arcane
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Messages
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Location
Merida, again
Silellak said:
Volourn said:
TB is not inherently more challenging - intellectually or otherwise - than real time. That's complete and utter bullshit.

Inherently? No, of course not. One could easily make a turn-based equivalent of Pac-Man or Pong that's no more intellectually challenging than the real-time version.

I would however argue, as many others in this thread have, that a turn-based system has far more potential to be intellectually challenging than a real-time system.

Not really.
Besides, you got to realize that rapid decisions making (RT) also falls in the "intellectually challenging" arena. TB isn't better than RT, and neither is RT better than TB. Each one can be implemented successfully depending on the competence level of who is developing it.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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BethesdaLove said:
I would have appreciated an answer to my comments.
Since you've asked...

BethesdaLove said:
Weaknesses - The very philosophy of adding a pause to a RT system is akin to whittling away the corners of a square peg so it fits in a round hole.
Actually, wouldnt it be more like adding material to a round peg so it fits tight in a square hole? But it is semantics though here it is used against RTwP.
You do understand what his point was though? Pausing RT goes against the uninterrupted nature of the system and only highlights its inability to provide adequate reaction time and tools. So, we pause the combat to give you a chance to reassess the situation and give orders. And then we unpause and watch the show. Effectively, we have two gameplay modes there. Frequently paused - might as well be phase-based, and occasionally paused, which is the "game plays itself" mode. So, in essence, RTwP is a bastard child that lacks the complexity of TB systems and lacks the excitement and thinking on the fly of RT systems.

... doesn't get to the root of the problem.
As I understand it the root of the problem is the human factor created by time constraints in pure RT.
No.

Here is the Shadow of the Horned Rat walkthrough:
http://www.thecomputershow.com/computer ... hrwalk.htm

Some quotes showing why TB is better than RT

"Turn off the AI for your defensive units, so they don't engage too soon. Once a formation is broken it's difficult to put back together in the heat of battle."

"You can't micromanage everything on the battlefield..."

"The Dwarf Gyrocopters are worthless without constant personal attention..."

In taking away a reliance on player dexterity, a challenge that is vital to RT systems is now gone. In order to effectively compensate for this, there needs to be a challenge in the tactical play, however, that too is compromised by the inability to effectively utilise terrain and cover...
Now as Naked Ninja said, this is a system question. Cover in BG can be a wall. Terrain plays no role as in "normal" terrain. Magically enchanced (Webs and shit) on the other hand does. Right now I am playing COTA. Terrain - check. Cover - check. RTwP.
The strategy game? Different mechanics.

So he is specifically talking about RPG...
Yes. He did and I did in the newsposted interview.

Also the nature of pausing to issue orders and then watching those orders get carried out seems entirely too passive
I dont get that one.
See above. You issue orders and then watch the combat for a few minutes. In the Infinity Engine games there are very few battles that require your undivided attention and constant pausing. I'd say that you watch 75% of RTwP combat instead of playing it.

while on te flipside of the coin, you are constantly pausing which serves to eliminate most of the advantages of a RT system.
Again. Its semantics. The pause is introduced to eliminate the disadvantages of RT, the root of the problem as he said it, the human factor, not the advantages. Because RT has only the dex challenge as advantage and exactly that we dont want.
The advantage is the RT flow. Playing God of War, Starcraft, or Diablo is fun. Mindless fun, but fun nonetheless. A pause will ruin it.

A system should either be built around reacting instantly to quickly developing situations or around taking your time to evaluate the situation and consider your option. A jack of all trades...

The speed advantage, when you up against some enemies who are easy and you dont need to think to beat them, we keep.
That we keep? Why? Because it's fun watching your characters hack easy targets to pieces?

So basiclly adding Pause comes with no weaknesses of RT systems (human factor that we dont want), few of the strengths (speedy small fihgts, dex challenge if wanted), and outweighes both TB and purely RT systems.
Proof?
 

Gragt

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Serpent in the Staglands Divinity: Original Sin
It's a no fantasy setting, so the random encounter of trolls is out of the question. I still expect to see a book called the Codex of Malevolence or some similar shit. Maybe the Codex of Retradartion actually...
 

Melcar

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Maybe an insane preacher warning against the coming of ITZ? Or a random city guard named Andhaira who you kill violently.
 

Gragt

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Serpent in the Staglands Divinity: Original Sin
Yeah, a city guard who won't let you enter until you answer his question: "TB vs RT: which is better and why?"
 

Armacalypse

Scholar
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Messages
541
I'd really like to know what you guys are arguing about. Are you guys arguing about RT and TB as used in games, or how they can be used in games? And sometimes it seems the TB side is actually saying RT is inherently less complex than TB, but I don't think so lowly of you to think that's your opinion.

So it's actually an argument of TB against RTwP then? The TB side saying RTwP isn't user friendly and requires too much twitch, and maybe that there's technical problems presented (With the way computer technology is going?)? And what about auto-pause? Has both sides agreed that that's retarded or something?

There is really no right or wrong side in this. As if TB isn't completely unrealistic, and is if RTwP is user friendly. It's sad though that none seem to provide anything constructive at all on how to fix the weaknesses of both TB and RT.

Most of all I'd like to hear your opinion on auto-pause. It seems to be ignored like some kind of freakish mutated baby.
 

spacemoose

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Messages
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california
when I make my game it will have turn based combat JA2/TOEE style, because that is what I enjoy. believe that
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
28,044
Spacemoose said:
hopefully your next game has NPC partymembers, VD

ok
It will. AoD is a single-character game for story-related reasons.

Spacemoose said:
when I make my game it will have turn based combat JA2/TOEE style, because that is what I enjoy. believe that
:salute:

Armacalypse said:
And sometimes it seems the TB side is actually saying RT is inherently less complex than TB...
It is.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
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Jun 18, 2002
Messages
28,547
Vault Dweller said:
BethesdaLove said:
The speed advantage, when you up against some enemies who are easy and you dont need to think to beat them, we keep.
That we keep? Why? Because it's fun watching your characters hack easy targets to pieces?
I actually think this is the difference between real-time and a good turn-based system. In a good turn-based system, there are no easy enemies that take ages to hack to pieces with no thinking required. A good TB system should have you thinking about every action you take, every move you make and then punish you severely when you get careless.

Like X-Com did once again last night. "Nah, this is just some Gillmen, fuck 'em - they're easy". Less than three turns later I was reloading after three of them took out half the squad from an area I neglected to search properly because I made a b-line for the ship.

On the other hand, Fallout with its rats and ants is not a particularly good example.

Armacalypse said:
DarkUnderlord said:
Armacalypse said:
Why can that enemy with the machine gun run up to my character, and shoot 30 bullets point blank in his face, just because my character took 3 burst shots that missed because he was too far away?
As opposed to real-time where the suicide commando machine-gunner deftly dodges your three shots as he's running up to you.
I'm not sure what point you are trying to get at. Do you mean "RT is a dumbed-down next-gen console system and everyone therefore dodges bullets like in the matrix", or were you sarcastic, meaning that my character missing his 3 burst shots because he was too far away was a bad example?
In this case, I'm saying just because it's real-time doesn't mean your guy would hit with any of his three shots either. Your statement is that because this guy is running towards you, you would be able to get some shots off and kill him in RT and this is not the case in TB, therefore TB is not a good reflection of reality (ultimately what we're trying to simulate). I'm saying that even in RT, guys miss at point blank range and yes, someone could run up to you faster than you can re-act and blow you away with a machine-gun.

So in both cases, both systems reflect events that might actually happen. Either not firing at all or firing and completely missing regardless of range. It's just that TB's time-frame is staggered into your actions vs his actions.

I also later showed real-world examples where "total fucking suicidal retards" actually did similar actions and won.

Armacalypse said:
DarkUnderlord said:
Armacalypse said:
Shouldn't the third burst logically be fired when the enemy who in reality would be called a total fucking suicidal retard is two meters in front of him in and who hasn't even stopped much less raised his weapon yet?
That's why they have reaction and interrupts. If your character is skilled enough to see the running machine-gunner, figure out what's going on and has enough time saved to make an action, he takes the shot. He may not hit anyway but he'd take the shot if he won the roll.

Otherwise, if he lost the roll, it's because he didn't notice this crazy psycho until it was too late at which point he couldn't react fast enough to fire - or even if you did, your unit wasn't able to get his own shot off before it was too late.
If I had ordered him to shoot 3 burst shots at that enemy that he just spotted, and if he then did so, I would find it odd if he suddenly was unaware of that enemy and had to do an interrupt roll. In order to make any kind of reaction roll the character would have had to have a preset range where he makes interrupt rolls on approaching enemies, or an AI that figures out when it's time to react to the charging enemy.
Not unaware but maybe not ready. There's a difference between firing at someone far away and then HOLY SHIT HE'S RUNNING RIGHT TOWARDS US.

I'm trying to find a stor about the Australian Light Horse division in World War I where they actually fucked the Germans right up by doing the unexpected. Light Horsemen typically rode their horses up to a certain point, dismounted and then charged ahead on foot. Wikipedia has saved me:
  • Light horse were like mounted infantry in that they usually fought dismounted, using their horses as transport to the battlefield and as a means of swift disengagement when retreating or retiring. A famous exception to this rule though was the charge of the 4th and 12th Light Horse Regiments at Beersheba on 31 October 1917.
I'm pretty sure this is the battle. The Turks were basically expecting the horsemen to dismount at a certain point and then move ahead on foot, at which point the Turks would open fire with Artillery and pick them off easily. Instead, the fuckers charged right at them still on horseback, jumped over the enemy lines and then turned around and came at them from behind:
  • The light horsemen jumped the front trenches and dismounted behind the line where they turned and engaged the Turks with bayonets. The Turks were in many cases so demoralised that they quickly surrendered. One Australian who was dazed after having his horse shot from under him, recovered to find his five attackers with their hands up, waiting to be taken prisoner.
    [...]
    "In commenting on the attack I consider that the success was due to the rapidity with which the movement was carried out. Owing to the volume of fire brought to bear from the enemy's position by Machine Guns and rifles, a dismounted attack would have resulted in a much greater number of casualties. It was noticed also that the morale of the enemy was greatly shaken through our troops galloping over his positions thereby causing his riflemen and machine gunners to lose all control of fire discipline. When the troops came within short range of the trenches the enemy seemed to direct almost all his fire at the horses."
The unexpected wins. Crazy tactics work. That crazy guy running right towards you with a fucking sword, without you even getting a shot off, is repeated more often than it's not.

Armacalypse said:
DarkUnderlord said:
Armacalypse said:
And why can the enemy, who runs into my character around a corner, reload his machine gun and then fire without my character even reacting just because the enemy won the interrupt roll?
... because once again your character didn't notice him running around the corner (probably too busy pondering deep and meaningful questions instead of watching the battlefield) and by the time he did, it was too late to react.

As opposed to the real-time equivalent of course where the psycho runs around the corner reoading and your character still doesn't react because you didn't hit spacebar quickly enough in order to pause the game and issue orders to open fire.
The optimal situation would be if both reacted to eachother, one reacting faster and getting the first shot of 0.2 seconds faster than the enemy and therefore winning the fight right there. However, if his gun was unloaded, holstered, or with the safety off, then he wouldn't get the first shot off as fast as the enemy who would win despite having slower reactions.
Except again, let's go back to what we expect. If a guy pops his head out around a corner, fires a few bursts and then ducks back behind. Then you fire a few bursts at the corner, then you repeat that a few times, then you prep yourself to open fire at the corner when he pops his head out again and then suddenly there he is, only he's not popped his head out, he's running out around the corner, reloading as he does so and running right towards you... You're taken aback... Hang on, what's he doing? You're prepared to fire at the corner where he was and now he's already covered half the distance to you in only a second or two (running people can cover reasonable distances in a fairly short space of time) you now have to re-position yourself because you had setup aimed at the corner only he's not there anymore and... Next thing he's on top of you by the time you've figured it out.

Of course, in both real-time and turn-based the same situation might also result in your guy reacting quickly (in TB with an interrupt), firing and taking him out as he runs around the corner. Both are possibilities. My point is it's simply not the case that in TB you will NEVER interrupt such an attack or that in RT that you will ALWAYS interrupt such an attack.

My point is that such attacks happen and can be successful. Otherwise what you're proposing would result in the man never putting his head around the corner at all as he'd simply be shot dead instantly. So you'd both sit there while nothing happened knowing that the first person to make a move would end up dead. If that was the case in the real-world, Germany would've lost in Poland before they even started WWII.

Armacalypse said:
The manual-pause reaction problem can be easily overcome in this case (I emphasize "in this case"). Making the game autopause when an enemy is spotted could be done even in Baldur's Gate 2.
Now you're highlighting the point by saying that the real-time system doesn't work so in order to compensate for that, we have to make a hokey "unrealistic" time-paused mode in order to give the player time to re-act to what's happening. The only difference between TB and RT now is that TB pauses automatically for you every turn and that instead of giving orders and then watching passively, each order is carried out in real-time. In TB, your unit moves, the enemy has a chance to re-act if he's prepared himself for this possible move by saving time units during his own turn, your unit sees the enemy and opens fire - thus representing a running attack and firing whilst moving - the attack may hit or not and then your unit has time to adjust his plan accordingly depending on the outcome.

As opposed to RT where you pause the game, issue the order to make the unit run around the corner and fire, unpause, the unit carries out his action and misses so you now have to pause *again* and change the plan - except if you aren't quick enough on the spacebar you don't and your unit ends up dead. Likewise in TB, if you neglect to leave enough time left to retreat, he may be stuck there having run around the corner and fired with no time left to make any other action, cue the enemies turn and he's dead.

The key difference is that in turn-based, we have single events on the battlefield we're controlling, one unit at a time allowing you to act as each unit, with its own time to think. In real-time, the minute you unhit pause, you have to hope the plan goes all right and if one unit has problems, you're pausing everyone again just to change those orders to then carry on. Of course that means RT runs into the problem where a game like X-Com would result in you having an awful lot of dead soldiers. To compensate for this, RT enemies usually cause little damage per attack and the "one-hit-kill" is virtually non-existant.

That's why in a game like Diablo, you stand there playing whack-a-mole hitting spacebar to chug another health potion every 2 seconds. In a good TB game, you simply don't have health-potions, thus potentially making TB much more realistic than RT (if you really want to do that argument).

Armacalypse said:
I understand what you mean. But what I meant was when the enemy is in full view by all your troops, who are on the walls and outside them, the would still be able to get in without your soldiers reacting to the enemies' change of direction and moving to the back door to block them before it's too late.
You mean like how the Australian Light Horsemen were in full view of the Turks through-out the Battle of Beersheba and yet they were able to jump over the enemy lines, forcing the Turks to surrender? Just to state again, that's lines of horsemen charging DIRECTLY at the enemy's guns, with bayonets in hand and rifles slung over shoulders, jumping OVER the enemies, dismounting and then attacking on foot. WITH FUCKING SWORDS. Why?
  • When the line of horsemen got within range of the Turkish riflemen in the trenches, they started to take casualties but the defenders failed to allow for the speed of their approach so once they were within half a mile of the trenches, the defenders' bullets started passing overhead as altering sights on rifles when confronted with rapid moving horsemen became a difficulty

Armacalypse said:
Ah, so you are saying that the characters you are moving first actually move first? I don't think this is true.

Imagine there is one guy behind the doorway, fully alert with the gun pointed at it. You send your scout who moves "first" in the room, and loses the interrupt roll and gets killed by a burst. When you send in your second character, he can shoot the enemy because the enemy is out of action points.
Imagine there is one guy behind the doorway, fully alert with the gun pointed at it. You have orders that your scout is to move in quickly, with the second man right behind him. The scout moves in and is shot down but less than half a second later, your second man comes through the door, the guy who shot the scout isn't able to move, re-position himself and re-act in time... So the second soldier guns him down.

Armacalypse said:
If this was RT the enemy would be ready to shoot another burst by the time your second character enters the door, and could kill yet another of your characters.
Nope, if this was RT, your orders would be that the scout moves in first and less than a few feet behind him is the second man. The scout moves in and is shot but still, the second man is able to move in and shoot the enemy because even in real-time, actions take time to perform. The enemy has already shot and needs at least a second game-time before he can fire again (depending on fire rate) so during that time, your guys are moving in.

And in a real-time with pause, wouldn't I simply send the two guys in one after another as ordered, the first guy gets shot down and I pause, then throw a grenade in?

Armacalypse said:
The TB situation makes it seem as if your 2 characters enter the doorway at the same time
... a few milliseconds apart actually. Given you want your guys to re-act so quickly during real-time, TB allows them that time to re-act quickly. "Scout's been shot-down... Throw in a grenade instead!".

Armacalypse said:
I refer to the second quote in this post. My character was fully aware of the enemy the whole time the previous turn, eyes and gun focused and pointed at the enemy that he had just fired 3 bursts at.
Which is why he wasn't prepared for the enemy to come charging at him. See Turks and Light Horsemen above.

Armacalypse said:
I fully agree, but the thing is it could occur in real-time, it doesn't have to. With auto-pause many of the "you have to look everywhere at once and push the spacebar fast" situations are eliminated.
So in other words, by implementing an optional turn-based mode into a real-time game, you make it manageable to play and therefore able to more accurately reflect scenarios that might occur on the battle-field in real-time, even though you've actually stopped time?

And this is as opposed to say, simply making it turn-based where the same situations are not only able to occur, but able to be managed, allowing for much tougher - and therefore realistic - enemies?
 

The Feral Kid

Prophet
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Messages
1,189
You issue orders and then watch the combat for a few minutes. In the Infinity Engine games there are very few battles that require your undivided attention and constant pausing. I'd say that you watch 75% of RTwP combat instead of playing it.

Bullshit.

Infinity engine RTwP is adaptable. It allows you to kill lesser enemies quickly in a time that is relative to their difficulty, while giving you all the tactical options and depth required for the more difficult ones. Difficulty and tactics employed vary according to your party, thus you can't give a fixed 75% amount as if you could only play one character and only one class. And you wouldn't go far in any IE game if you just issued commands and watched for most of the time.
 
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Vault Dweller said:
Longer than what? RTwP? It was around since at least 1992. 17 years not long enough?

Hence my comment about the generations. Turn-based has been actively developed for a much longer time and more often than real time with pause.

Or maybe it's because there is nothing to develop? It's real time and you can pause it. That's all there is to it.

Simplified to the extreme, yes. But it does have certain advantages over turn-based, and further development could serve to reduce the flaws. Maybe shift closer tom a continuous and simultaneous phase-based system. Or use time compression/expansion options to speed up/slow down the pace of combat in order for the player to get a tempo that best suits them. I don't really know if it could ever be as good at playing (read: not just simulating) gun battles as turn-based, but it could definitely fill certain roles well.

Yeah, and as you are making your way toward a downed UFO, you have no way of knowing if the bastards are hiding somewhere in the area, waiting for you to open that door so that they can shoot you in your face, or somewhere inside the ship. Which is why you don't run toward the ship like a 5 year old and don't open any doors unless you have back ups and enough AP for a reaction shot.

This example is very different though. X-Com rewards prudence and proper tactics constantly and consistently. It's a fair game, very fair one at that. Most turn-based RPGs aren't and pull lots of cheap tactics on you, which is amplified by the fact that they are turn-based. X-Com is good because it doesn't do that.

I'm playing X-Com. I have three soldiers with heavy plasma scouting a crashed Muton terror ship. I also have a skilled Psi-Trooper in my dropship. One of my soldiers turns a corner and spots a Celatid and two Mutons. He has enough TUs for essentially two shots, and no other soldiers are near him. Turning around the corner might not save him next alien turn. I know that Mutons and their terror units can often survive a heavy plasma shot. I also know my psi-trooper's capabilities in that he is strong enough to guarantee a mind control against anything but mindless robots. So I can make the right decision to mind control a Muton, have it shoot it's friend before disarming itself, and then have my soldier use his two shots to ensure the Celatid's death, essentially saving his ass through good tactics because I *know* these things. When the alien's turn comes around, they can't shoot him because their either dead or disarmed.

If it were a typical fantasy game, the equivalent "dominate mind" spell would be harder to place in effectiveness, usually due to the fact that success is less dependent on your character's skill level(s) and more on some numbers you can't see attached to the enemy (e.g. saving throws, immunities, magic resistance). This makes the whole idea of making anticipations and assumptions into a total crapshoot, making the punishment for overextension in a turn-based system from a "Whoops! I screwed up and my dudes paid for it; I'll learn from that and do better next time" to "That's bullshit".

At least with RTWP, if you get screwed by the conventions of fantasy RPGs, you have some opportunity to minimize losses or counter it.

Well, then I guess we disagree on what makes combat fun, because what you've described is my wet dream.

I like a game that punishes me for stupid mistakes, like Ninja Gaiden, Jagged Alliance 2, or such. That's enjoyable because it challenges you to do better. It's not saying "HA HA!", it's saying "No, you can do better". I don't like the "do-it-again-stupid" style of difficulty where you have to constantly fail based on some totally unforeseeable event whether it be some unknown immunities, random number generators screwing you, or a crazy event that you had no idea could happen; but most fantasy RPG designers love it to death because cheap, artificial difficulty is easier to make than good, real difficulty. Sure, fantasy RPGs can bring a lot of good difficulty to the table, but a lot is cheapness, and that's why I typically would prefer RTWP in them...it helps manage that better (not to mention most RPG designers love their trash combat and RTWP helps out a lot there). You can't build a good game focused on anticipation and then fill it with unforeseeable events and expect it to still be good.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Skyway is full of bullshit as usual. Some parts of what he says are true, but the rest is just his usual bullshit.
Yes, technically the missions are quite linear, but comparing them with the limited-units missions from C&C is incredibly stupid, because of two very important things: units with special abilities and formations. Those two alone give a much wider range of tactical options that the aforementioned C&C missions did.

Also, playing on the hardest difficulty? I'm sorry, but first of all I don't believe it (with your claims of the game being so easy) and second, if you actually did play it on the highest difficulty for the first time then you're a moron, because you lose a lot of what's fun about the game that way. On the hardest difficulty with the huge hordes of monsters it's not about tactics anymore, it's about running away and blasting them with dwarves, rinse and repeat. It's pretty obvious the highest difficulty was made as an extra challenge not as the usual mode of playing.

And who the fuck is "we"? You keep referring to yourself as "we". How many of you are there?
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,625
I'm still stuck on:

"Either BG 2 has no dangerous generic enemies, or it is as tactical as X-Com. Pick one."
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
How did this discussion start? I made a bold claim that TB is more tactical than all RT varieties combined and then all BG2 faggots started jumping up and down and screaming LEAVE RT ALONE!!!!, while wiping away tears. So, every point made in this thread, including the dangerous generic enemies one, was in regard to tactics. Since people argued that everything that makes JA2 and XCOM awesome could be found in RT in general and such tactical hits as BG2 and IWD2, I could only assume that these games are on tactical par with JA2 and XCOM.

No?
 

User was nabbed fit

Guest
Thread should be renamed as: RTwP vs TB - Big in Codexia
 

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