Crichton
Prophet
- Joined
- Jul 7, 2004
- Messages
- 1,220
As much as I like the bi-monthy TB v RTwP shitfest, I really don't see its application here. In AoD, you command one peon, that's it. It really doesn't matter what the combat system looks like, there's no such thing as a tactical game with one maneuver unit.
The best example of this is the KotOR games. They went to a great deal of trouble to add lots of different damage types, weapons, jedi fighting stances, jedi super powers, active feats and whatnot, but since you can't move your characters around independently of each other, you don't really have any control over anything anyway, all that's left is some targeting logic.
I presume the only reason VD is going ahead with the game in this crippled and sad form is that he's desperately trying to imitate Fallout 1+2. They're fine games, but their combat system makes KotOR look like ToEE.
Fallout "Tactical routine"
far away/ low accuracy: Non-Aimed shot
med accuracy: Aim for head
very close/ high accuracy Aim for eyes
You'll need to interrupt this occasionally to reload your rifle or use 150 stimpacks, unless you get crit'ed then you'll just need to reload the game. (KotOR version is to have two characters using area effect magic while the third one heals)
As for why the best skirmish tactics games have been turn based, my guess is that a) on such a small scale, it's easy to separate time into discrete pieces without the artifacts causing too much havoc and b) it's just much easier to design a good human/computer interface if the game's turn based (as opposed to fooling around with all the auto-pause options). For everyone who's convinced of TB's natural superiority, I might point out that the best battlefield tactics games are RTwP (TW series).
VD, IT ISN'T TOO LATE. ADD A PARTY TO YOUR GAME SO IT ISN'T SHIT. EVEN IF THEY'RE PURE MERCENARIES WITH NO MOTIVATIONS OF THEIR OWN THAT ARE SOLELY THERE TO MAKE THE COMBAT INTERESTING, GIVE YOUR "GAME" SOME GAMEPLAY OR EVEN YOU WILL HATE IT.
The best example of this is the KotOR games. They went to a great deal of trouble to add lots of different damage types, weapons, jedi fighting stances, jedi super powers, active feats and whatnot, but since you can't move your characters around independently of each other, you don't really have any control over anything anyway, all that's left is some targeting logic.
I presume the only reason VD is going ahead with the game in this crippled and sad form is that he's desperately trying to imitate Fallout 1+2. They're fine games, but their combat system makes KotOR look like ToEE.
Fallout "Tactical routine"
far away/ low accuracy: Non-Aimed shot
med accuracy: Aim for head
very close/ high accuracy Aim for eyes
You'll need to interrupt this occasionally to reload your rifle or use 150 stimpacks, unless you get crit'ed then you'll just need to reload the game. (KotOR version is to have two characters using area effect magic while the third one heals)
As for why the best skirmish tactics games have been turn based, my guess is that a) on such a small scale, it's easy to separate time into discrete pieces without the artifacts causing too much havoc and b) it's just much easier to design a good human/computer interface if the game's turn based (as opposed to fooling around with all the auto-pause options). For everyone who's convinced of TB's natural superiority, I might point out that the best battlefield tactics games are RTwP (TW series).
VD, IT ISN'T TOO LATE. ADD A PARTY TO YOUR GAME SO IT ISN'T SHIT. EVEN IF THEY'RE PURE MERCENARIES WITH NO MOTIVATIONS OF THEIR OWN THAT ARE SOLELY THERE TO MAKE THE COMBAT INTERESTING, GIVE YOUR "GAME" SOME GAMEPLAY OR EVEN YOU WILL HATE IT.