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Wyrmlord

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I missed out what was discussed in the past few pages (skimmed it over since it went into RTS territory), but I suppose I can field in some anecdotal evidence.

Poisoning. Just as nasty in both RT and TB games. The moment that enemy takes his aim with his poisoned bolts with a crossbow and you fail your save against it, you have a long term headache on your hands.

But somehow, in RT, you can try your luck against it. Get all the spellcasters to simultaneously fire magical missiles on that crossbowman. Yeah, that's a funny thing, in real-time games, you pause and you get all your spellcasters to simultaneously cast their powerful spells at the same time. And hey, in real-time, there are several characters acting simultaneously, and the AI is trained to work against people simultaneously, so he might just decide to whip out a sword if someone comes close, even if he faces threat from a mage at range. His attention is diverted.

Man, in turn-based, those poisoned bolts are a pain in the ass. You move one guy to engage that crossbowmen in meelee immediately, and the other party members are left vulnerable to the other enemies. You try to handle the other enemies, and the crossbowmen is totally free to fire on you in his turn unstopped. And since only one person moves at a time, the enemy's attention is not diverted; he reacts to that character immediately. And you can't cast spells simultaneously. Get the mage to cast one magic missile on that crossbowman, but it's not enough to kill the crossbowman, and you lose that turn which you could have used for something else, and the crossbowman's problem is still not solved.

At the end of it, you think, "No, stop. I need to have a really really really good plan in this fight, because these enemies are positioned to defeat me. Their positioning has already ensured them a good chance against me, and it's not like I can try my luck otherwise." So you probably ensure to have poison resistance before the fight starts, or retreat and rest to get back that sleep spell for the crossbowman.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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"Man, in turn-based, those poisoned bolts are a pain in the ass."

Your sample is dumb. Poisoned bolts can be a 'pain in the ass' in tb or rt. Doofus.
 

St. Toxic

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Vault Dweller said:
How did this discussion start? I made a bold claim that TB is more tactical than all RT varieties combined

I cast my net into the sea...

Vault Dweller said:
RT combat is “combat simplified”. It fits perfectly into the “even a 10 year old should be able to beat the game easily” mentality championed by publishers.

Sounds more like you saying RT is a childrens toy. Breaking it down we have these points made about RT:

1) It's simple.
2) The reason for implenting RT combat is because it is inherently "easier" to beat a game with RT combat.
3) Silly RPG'er -- RT ist for ze kids!
4) I stick it to the man at every opportunity, because I am the CHE-GAMEDEV owait need to suck a dick brb. :flipflop:

I don't see how these points can't / haven't been countered / called.

On another note, I'm replaying X-com, and playing the Faces of War / Men of War coop campaign in between. I have to say I'm undecided about which has a more tactical approach towards combat.

- X-Com is certainly an unforgiving game, in that the slightest miscalculation can lead to a total wipeout from enemies that are not, as one would call them, noteworthy. For that reason, you cannot simply run'n'gun your way to glory expecting success (although I admit actually having done so on numerous occasions, suffering some casualties but eventually winning the game) and, more often than not, a strategy has to be employed to guarantee victory.
The same easily applies to FOW/MOW, due to the versitility of an infantry unit, in destroying tanks, setting up ambushes, mining chokepoints etc. The AI opponent does not stand idly by, and I've been surprised by their cunning more times than I could count. Simply rolling a badass tank out into a combat zone is always met with disaster, and a fortified position can fall within seconds of a minor breach in defenses. At the same time, a suicide run can be met with success in the same capacity as it would in X-Com, although obviously I'd chance against it. Without research and planning, you'll meet with failure 99/100 times.

- In FOW/MOW, the game demands that you rely on all tiers of equipment, from basic infantry to manned defenses, artillery and armor. If playing on Realistic, that is with FOV, your artillery is worthless without scouts, your armor gets bombed within seconds of reinforcing, your infantry is toast without the backing of stationary guns/artillery/armor and your stationary defenses obviously can't set up without the backing of the other units.
Concerning infantry, riflemen cannot hold the line against an equal force of men, without the surpressive capabilities of smg/hmg squads. SMG's are no good alone, unless the enemy is within grenade range, and you'll likely get blown away or shot away from afar if that is the case. HMG's have terrible accuracy with decent range and will be sniped from afar before they get their shot in.
Obviously, the player has the choice of putting emphasis on what they consider works the best with their mindset and strategies (I'm a sector control sort of guy, so I put primary focus on stationary defenses, and eliminate enemy forces by slowly moving that sector around the battlefield) but in the end, you're still forced to use all the tools in your toolbox in order to get somewhere.

The same applies in X-com up to a point. There are situations where the effective solution would be the use of a specific tool, such as thrown items or sensory equipment and non combat equipment. There are also obviously situations where one type of weapon is prefferable to another. All the same, I've never felt dire need of balance in the outfitting of my combat troupé. I usually do assign the characters different combat roles, but I think I would have fared just as well giving each of them a 'basic' equipment set and working from that. In a sense, equipment becomes nonessential, and specific units dito.

- I can really take my time with a turn in X-Com. Once the combat starts, I usually do take my time and give every possible outcome some thought, reasoning with myself what risks are worth taking and what sort of strategy I'm to employ next. I take in as much of the map as I can, and estimate potential enemy positions. I need hardly say that I'm fond of planning my moves, and that it's as big a part of the game as the actual game itself, if not bigger, eventhough it goes beyond the game enviroment. I also don't need an itchy trigger finger, or fast reflexes, to make a good call on the battlefield.

FOW/MOW does not provide me with the luxury to take my time when deciding what to do next, and often I'm forced to make bad decisions and sacrifices in order to continue playing at all. It also comes down to alot of micromanagment, once I'm in battle, and units die while I'm fiddling with their inventory, or taking a manual shot or simply because I've been preoccupied with another part of the combat zone and the AI of my units was insufficient to ensure their survival. I personally hate micromanagment, most because it's unrealistic for a commander to handle every aspect of a combat unit's behavour, but generally because it's annoying and can screw up potentially successful strategical moves.
On the other hand, there are plenty of opportunities where I'm given a good amount of time to manage my units and plan my moves. Being that there is an element of stealth in the game, I can send out recon units to survey the battlefield, while I gear up an assault detachment or work on defenses, and get the battledata I need to make an intelligent decision, without any real need for urgency. As a last resort, you can also pause the game and gather what data you can from the battlefield in its current state.
As mentioned previously, I'm playing through the game in coop with a friend, and sometimes a mission can go on for 3-4 hours. Alot of that is planning, probing, withdrawing from failed assaults and reorganizing. Stripped down, we're talking an hour- 40 minutes of pure combat, tops.

It would be an impossible venture to convert FOW/MOW to a TB enviroment, without simplifying (you heard me) numerous aspects of the game and cutting the scale down a notch, which would make the combat less impressive.

-Controlling each unit separately, we would have turns lasting several hours, meaning that they would have to be grouped in squads to make the game playable, and so dito for the enemy.

-What would happen to stealthy scouts? A specific stealth unit? But then, what about all equipment being interchangable?

-What happens to vehicle speeds in TB? A system that adjusts AP to trajectory? Complicated venture that results in a counter-intuative control scheme?

-A billion turns to get across the map? Probably not worth it. What then, smaller maps? Smaller battles, smaller everything. Might as well toss the long range guns out. What's the point of a barrage from 200M away?

I can present more examples if need be, but I probably won't, so you can safely assault these points specifically, probing them for holes, without being called on it.

Now, what does a proponent of "TB > Everything else" say to that? What do you say, VD? Should games such as FOW/MOW simply not exist to entertain? Is it a "kid's game"? Is it tactically/strategically inferior to a TB game, because it's RT, and as such a tactical/strategical game of this magnitude is simply impossible? Is my comparison unfair, because of the differences of dates in these games (afterall, they are nigh 20 years apart) or genré adherence (not combat simulation, either one?) or some other futile excuse?
I like both games equally, and I like both systems of combat (leaning towards TB due to the quality of products specifically associated with TB) but I also understand that they are different vehicles that serve different, specific purposes. The fact that proponents are pushing RT onto platforms where RT has no business being, does not mean it is, in its pure form, a shitty replacement for TB without any real application. That is a misconception guided by discontent at the current trend in gaming, much like the opposite stance of "RT IS TUH BEST" is a moron's inability to imagine anything else than what is given to him, manifested in words. Both camps would do well to realize that, in case they'd like to stop making complete asses of themselves.
 

BethesdaLove

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Section8: 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.
Me: 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.
VD:(...) 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.
I just dont understand what the reason is for RTWP to lack complexity?

Me:
As I understand it the root of the problem is the human factor created by time constraints in pure RT.
VD:
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
walkthrough"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."

Me:So the AI is the problem not the RTWP, since the advice works. And the point of breaking formations is the difficulty of putting them back together...

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

Me:Why not? Its tedious but you have the time. You are going away from my point that RTWP is as tactical as TB on a small scale like in BG with this example though.

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

Me:So what? In TB its ok to give personal attention to every unit but in RTWP its not?

Me:
(...)COTA. Terrain - check. Cover - check. RTwP.
VD:
The strategy game? Different mechanics.

Me: See, thats your mistake. Its a question of implementation. Ill make an example. Imagine TOEE in RTWP. Everything is the same except you have a general speed instead of your action points and it would work the same. It pauses when you see enemy. Has artificial turns like in BG that take 5 seconds each. And so on. The Infinity Engine system. Add a queue for actions like in Close Combat/COTA. Add something like terrain-tiles that lower or increase your AC or whatever and you get even more options. Would it be less tactical?


Section8: Also the nature of pausing to issue orders and then watching those orders get carried out seems entirely too passive
Me: I dont get that one.
VD: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.
Me: So its the designers fault that the battles are not challenging for you. Not RTWP.

Section8while on te flipside of the coin, you are constantly pausing which serves to eliminate most of the advantages of a RT system.
Me: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.
VD: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.

Me:Well Section8 says that dextery challenge is the fun, call it flow if you will. But again we are not dependent on that kind of fun in our RPG. We can have it with RTWP by choise. In TB you have no choise.

VD: 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...
Me: Yes? A jack of all trades is RTWP and it delivers in the field of combat where you control unit that fit on one screen. You can evaluate your situation and consider your options and you cant react quickly if you choose to. It doesnt work if you have 2 combat areas though.

Me:The speed advantage, when you up against some enemies who are easy and you dont need to think to beat them, we keep.
VD:That we keep? Why? Because it's fun watching your characters hack easy targets to pieces?
Me: First, it can be fun. Second, its an optional choise.

Me: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.
VD:Proof?
Baldurs Gate (IE games):
weakness of rt (twitch factror) - almost gone with pause, i actually like when you need to think a little where your fireball lands if the enemy keeps moving.

strengths of rt - i can send tanks in berserker rage into a hord of kobolds and kill em all fast without pause but take damage
tactics - or i can pause, use terrain (bottlenecks since IE has no other terrain) / buff / use stealth / use direct magic damage / use magic that stops, stuns, slows, whatever.
the tactics here derive from differtent abilities of differnte units.

Conquest of the Aegean
weakness of rt (twitch factror) - slow time, pause -> gone.
strengths of rt - wanna play like a real commander? do it. you even have command delays if you want them. it makes changing tactics harder.
tactics - you have a lot of movement modes like fastest, fast minimize losses, normal, cover. you have suppression fire that works. you have a real advantage if you flank or come from behind. you have terrain wiht line of sigth/fire. you have range. you have timelimits. you have diff. units.
All this can be done in TB but you insta lose the ability to play in RT and lose control of your units while the enemy moves.

Hypothetical XCOM example in RTWP
You land. Game pauses. You give orders/waypoints: leave ship, 2 left, 2 right, 2 ahead. You unpause. First one out spots alien. Game pauses. You rethink you tactic. Stop all squads. Give order: smoke the area ahead. The spotter took a reaction check when the game paused. Reaction check takes into account how you and your new friend who also sees you, were moving - slow trigger happy, normal, running. (xcom does the same actually, it takes into account how many actions points you have left when making the reaction check, so if you were standing the previous round, looking out, you get the best possible modifier). Now, you fail. You unpuase the game. He shoots first. You are dead. OR. You fail. He misses. You shoot. You hit. OR The guy with the smoke is teh fast! Nade drops after alien misses you. Bang. Penalty to aim. You miss. OR OR OR


My original point was that RTWP is as complex as TB in and I have a real game - COTA - to support it. You on the other hand deny RTWP's égalité to his frère and I fail to comprehend what makes TB inherently superior to RTWP on a small rpg scale up to 10 units or so.
Your proof?
 

BethesdaLove

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St. Toxic said:
It would be an impossible venture to convert FOW/MOW to a TB enviroment, without simplifying (you heard me) numerous aspects of the game and cutting the scale down a notch, which would make the combat less impressive.

Ever played Panzer General?
Also "less impressive" is not the point. Chess is not impressive.
Also, you have to jump around, in Soldiers at least, on the map and give up control of units to AI for short amounts of time. Its twitchy. We dont want that because it leaves less time to think. This was the premise of the argument.
 

St. Toxic

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BethesdaLove said:
Ever played Panzer General?

Yes.

BethesdaLove said:
Also "less impressive" is not the point. Chess is not impressive.

Says you.

BethesdaLove said:
Also, you have to jump around, in Soldiers at least, on the map and give up control of units to AI for short amounts of time. Its twitchy. We dont want that because it leaves less time to think. This was the premise of the argument.

It basically means that whatever strategy and planning you want to do, you do before you engage in combat. The thought process finished, you manage your units in accordance with the planned strategy. If strategy fails, you fall back and establish a line of defense.

EDIT: And the initial statement is what I'm adressing, so please; no worming around.
 

BethesdaLove

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It basically means that whatever strategy and planning you want to do, you do before you engage in combat. The thought process finished, you manage your units in accordance with the planned strategy. If strategy fails, you fall back and establish a line of defense.

Again, we dont want that.
We want control, we want to be able to adapt and its very hard to adapt under RT without experience/patterns learned in training.

Control:
everytime - RTWP
everyturn - TB

EDIT:

EDIT: And the initial statement is what I'm adressing, so please; no worming around.

His initial statement is obviosly exaggeration / PR speak / troll bait.
 

jagged-jimmy

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9.jpg
 

Eldritch

Scholar
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I think I read somewhere that Baldur's Gate was first intended to be a DnD real-time strategy game following the success of many fantasy RTS games like Warcraft that sold like motherfucking cupcakes at the time. 95'-98'? Then it was later tweaked and adapted into a small scale party based rpg game. Other than the spells/special abilities etc. that are also found in the most simplistic rts' like Warcraft II at the time the whole system wasn't really that complex to justify the small scale real time gameplay imho. You basically click on things and watch for your dudes duke it out just like an rts game like Warcraft II. There are no Called Shots, no Tripping attacks, no nothing. It's a bit too simplistic for the scale. Even though the gameplay is fluid, and requires some tactics for you to use at the well designed levels, the gameplay is essentially too simplistic. No use of terrain, no taking cover, not much to do worth shit. The saving grace of the better infinity engine games like Icewind Dale is the excellent level design and the simplistic yet fluid gameplay. Much more fluid to play than Neverwinter Nights 2 for example... As for level design, that Durlag's Tower was one of the best dungeons ever created in any game imho.

Talented people later took a system destined to be a simplistic rts game and designed an appropriate fast paced gameplay with an appropriately placed challenge and levels. They shaped the whole thing appropriately within the confines of a certain mold and pulled through with a good grasp of game design. An also small scale Baldur's Gate/Icewind Dale with a much more complex RTwP system would have been a completely different animal. Some would say it would have been better off with a Turn Based system with an even smaller scale and a slower pace of gameplay. That would have been an entirely different mold to work with. ToEE has a great turn based tactical combat system but it doesn't have a perfectly fitting level design like the Infinity games have their the Durlag's Tower or the Icewind Dale dungeons. The shape cast into the mold is all wrong...

I think while the Real-Time gameplay has its certain advantages on a larger scale in general and TB having its own on a smaller scale, it's not like this has to be the universal constant law to make the perfect game. There is no magical choice of genre that will save your game solely by being appropriate without the proper game design to back it up. Warhammer:Dark Omen is a tactical RT strategy game that really has the feeling of huge large scale battles with all the impressive mechanics from terrain to physics, artillery etc. the whole shebang. But it's actually a really small scale game you never control more than 12 "units" in the form of huge regiments that requires an insane amount of tactical decisions to pull through the hard battles. It's tactical as hell, it has the illusion of being large scale while it's essentially p. small scale... And it's Real-Time. Why the fuck is it Real-Time? It's really small scale, wouldn't that game be better off if it were Turn-Based???.... NO .... Fuck no. The whole pacing of the game, the overwhelming battles requiring you to make smart tactical decisions on the run, without demanding an insane micro FITS LIKE A CHARM. It's perfect, for THIS game. Should it have been designed as Turn-Based the whole thing should have been redone as a completely different game that would provide a completely different experience. But it wouldn't have been Dark Omen. As I said, a completely different animal. Maybe still cute, but different.

Being Turn-Based was the right choice for a game like TOEE. But the game that was built around it was just wrong. It's what you'd call: Flawed Vision. Or lousy-ass game design.

Genre alone won't save your ass.
 

jagged-jimmy

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Teh picture shows that people have different opinions, and they should be tolerated.
Also its like in that one Fallout quote: "Opinions are like assholes, everybody have them and they all stink".
 

Vault Dweller

Commissar, Red Star Studio
Developer
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St. Toxic said:
Vault Dweller said:
How did this discussion start? I made a bold claim that TB is more tactical than all RT varieties combined

I cast my net into the sea...

Vault Dweller said:
RT combat is “combat simplified”. It fits perfectly into the “even a 10 year old should be able to beat the game easily” mentality championed by publishers.

Sounds more like you saying RT is a childrens toy. Breaking it down we have these points made about RT:

1) It's simple.
2) The reason for implenting RT combat is because it is inherently "easier" to beat a game with RT combat.
3) Silly RPG'er -- RT ist for ze kids!
4) I stick it to the man at every opportunity, because I am the CHE-GAMEDEV owait need to suck a dick brb. :flipflop:

I don't see how these points can't / haven't been countered / called.

On another note, I'm replaying X-com, and playing the Faces of War / Men of War coop campaign in between.

...

Now, what does a proponent of "TB > Everything else" say to that? What do you say, VD?
I say "selective reading FTW":

"I like real-time combat. I love shooters, I love RTS, I love Diablo games and am eagerly waiting for Diablo 3. I just don’t think that RT adds anything to RPGs or should be there in the first place."

You hear that, Toxic? Adds anything to RPGs. Not strategy or wargames. Not shooters. Not racing games. RPGs.

Other than that, it was a pretty good post. :thumbsup:
 

Eldritch

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Do you think Daggerfall would have been "better" turn-based? Added all the juice it was missing by turning turn-based. Or did it need something else that would "add" to it?

I dunno, maybe like emergent politics, crime, demographics, personalities, "lore".

Saying "RT should have never been there", "Should not exist" for every single kind and shape of game design conceivable including RPGs seems just weird to me.

EDIT: Maybe your game better incorporates turn-based combat fitting to your vision of its design and I pray to the Gods you're building a proper game to the core system fitting to the vision of yours on how it should play like. But there really are games that suffer from a design that just doesn't compliment/fit well with its combat system. While I think a game with a good, linear storyline that doesn't really need too much combat like Planescape:Torment would have been better off with a few really tactical turn-based battles at crucial points in the story Sandbox games that has to enforce the feeling of a huge scope would be better off with a decent real-time or RTwP gameplay. Especially if it includes the possibility of commanding a lot of party members in battle. I think Darklands would not have been better off with turn-based with that kind of scope but with a better implemented RTwP system.

Do you really think *everything* would be better off turn-based???

Do you think TB is the magic wand that turns everything RPG into awesome?
 

Volourn

Pretty Princess
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Df sucks no matter what it uses.

Tb isn't 'intellectually' more challenging than RT. compelte, and utter bullshit to think that since it has no basis in logic.

R00fles!
 

Eldritch

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Volourn, you suck no matter what you use. You suck real-time and you suck turn-based. You suck as a rule. You're a goddamn caricature.
 

Eldritch

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I also love how it's free game to call forth the X-Com and co. to champion the blessings of TB but it's a no-no to bring up FoW/MoW or Dark Omen/SotHR because they're like... strategy games, man.

Well... that's like... your...
 

elander_

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I personally enjoy Rome Total War more (Dark Omen is still a great game),

Rome Total War: 161 Spartans vs 4801 peasants.
http://www.youtube.com/watch?v=s3bWVaDSsLQ

but we are talking about games with a great number of controllable units here. In this case RTwP with some auto-pause conditions is the only viable option. I suspect it's the same thing with Close Combat which i haven't played but looking at what wikipedia says, it's a game i have to try some day:
http://en.wikipedia.org/wiki/Close_Combat_series

BethesdaLove your example of XCom with RTwP and auto-pause conditions is too simple. Make it 6 aliens against 6 humans and you will be dead before you can hit the pause key for the third time. XCom isn't balanced the same way as a RTwP game is, so changing only system and adding a few auto-pause conditions would not be enough. TB is good for one thing and RTwP is good for other things. There's no point in trying to make RTwP the perfect game system.
 

Vault Dweller

Commissar, Red Star Studio
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Eldritch said:
Do you think Daggerfall would have been "better" turn-based?
Considering that TES combat system always sucked, yes, it would have been better turn-based. Would Wiz 8 be better if it was RT? No. Nobody would have even talked about it then.

Do you think TB is the magic wand that turns everything RPG into awesome?
What a stupid question/statement. It's like saying "do you think that non-linearity turns every RPG into awesome?" No. It's a feature that makes them better and is preferable to linearity.

I also love how it's free game to call forth the X-Com and co. to champion the blessings of TB but it's a no-no to bring up FoW/MoW or Dark Omen/SotHR because they're like... strategy games, man.
XCOM mechanics are very close to these of a tactical RPG: a small squad, combat abilities that increase with use, new unlockable abilities (PSI), training, looting, equipment of your choice, etc.

http://www.youtube.com/watch?v=Rx-4Ide_ ... re=related
^ Once glance at Shadow of the Horned Rat should tell you that the game has little in common with RPGs.
 

Eldritch

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You don't control a great number of units in Dark Omen. Nothing more than 12 regiments tops.

Dark Omen/SotHR has "small squads", the goddamn regiments are like individual units themselves that have new unlockable abilities (Fucking Spells/Special Abilities), gaining experience/leveling up/improving stats, looting, equipment of your choice in the form of artifacts and armour, etc. It's not that relevant but it even has a lot of C&C in its campaign with an important impact on how things turn out.

Long story short, you're full of BULL shit VD and I don't think you've played any of those games and posting a feeble youtube link was a really nice touch. Jesus Crotch Grabbing Christ On A Diamond Studded Pogo Stick.

WTF with all this Zealotry and Bullshit?

Yeah, TES combat isn't the best but turn-based? I mean, really? Maybe a better real-time medieval combaty simulation like Mount&Blade's would have been more fun even though combat is not the most important thing that game was missing but TURN-BASED Daggerfall? How the hell would that even work with such a scope and in a game like Daggerfall??? Wizardry 8 is a completely different animal as a torchbearer of a traditional blob like party based rpg like the M&M games but are they really similar and comparable to a design experiment aimed for a sandbox game like Daggerfall? Really?

:<
 

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