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The Feral Kid

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Vault Dweller said:
Well, my original point, later reinforced by Dark Underlord, was that generic enemies in TB games such as XCOM, Jagged Alliance 2, and Realms of Arkania are very dangerous due to complexities of TB combat.

Where "complexities" read weaknesses. Making lame enemies more difficult isn't adding strategic depth, but rather shows the flaws of TB combat (or the implementation of it).
 

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Kos_Koa

Iron Tower Studio
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I'm surprised that so many people are defending RT as containing equal (or greater?) amount of tactical depth as TB. Really...?

:declineofthecodex:

I won't dilute myself into thinking that every turn based combat system has tactical depth, far from it, but if anyone were to create a combat system which intends to offer the most tactical depth available, it would have to be turn based.

Face it, every notion on something something is a fucking joke.
 

PorkaMorka

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real time with (insanely extensive) pausing can approach turn based levels of tactical depth.

This potential has been shown, if not realized in Brigade e5 new jagged union (and 7.62).

However this amount of pausing is disruptive enough that you will never really get to watch a key fight take place in anything close to real time, and while it's a matter of opinion I find turn based actually flows better than Brigade e5 style constant pausing, especially if you split your forces.

Also, it could be argued that the more abstract nature of turn based can actually increase the tactical depth beyond what might be possible in a more realistic simulation. Chess for example might be said to have more tactical depth than a hyper realistic simulation where you play a military commander in medieval times.

(I'm not sure of that last point though, since I don't play chess)
 
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Davaris

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Dead right Kos_Koa. The real time defenders should research Chess AI. The more time AI is given to search, the smarter it is. How can RT or RTwP possibly compete with TB on that basis?


PorkaMorka said:
However this amount of pausing is disruptive enough that you will never really get to watch a key fight take place in anything close to real time, and while it's a matter of opinion I find turn based actually flows better than Brigade e5 style constant pausing, especially if you split your forces.

How often and for how long do you give the computer time to think? It sounds annoying to say the least.
 
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Davaris

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Another reason TB AI can be superior to RT:

When TB has decided what move it will make, the battlefield is the same as when it started thinking about it.

When RT has finished making its decision, the battlefield has changed slightly or a lot, depending on how much time it spends searching.
 
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Shannow said:
While I'd agree with your points about execution I'd also call them academic.

Yeah, pretty much.

A RT(wP) done well beats a TB game done bad isn't really an argument.

Sort of. But I feel it does counter the "turn-based is universally better than RTWP" statement.

Does a well done RT(wP) beat a well done TB game (if both games are similar party RPGs) is the real question, isn't it?

Yeah, essentially.

Pro tip, casters are always the biggest threat and (unbuffed) the softest targets. Go for them first if possible. That alone should cover the argument for the TB game (no need to "save" turns)

Yes, but you don't know everything and you are forced to make anticipations, whereas you aren't in RTWP. He could be out of spells, he could be casting some harmless cantrips, he could be casting a quick defensive spell next turn that you potentially couldn't interrupt but you'll never know until it is too late. Having more up to date information presents a different set of tactical considerations. I don't know if you could consider it better or worse, but is different and something turn-based does struggle with.

So you see him cast possibly Horrid Wilting. You can pause and try to go for countermeasures. That requires you to read the situation quickly enough and pause quickly enough and your party to react quickly enough to your commands and for any of their attacks to actually get through and for the dmg to disrupt his spell...

Autopause? There were a myriad of auto-pausing features to help with this. It's like when people complain about turn-based being "too slow", you point towards the options menu with animation/turn speed.

EDIT: Oh, and your arguments about development generations of different systems is also quite academic. Arcanum had worse TB and RT gameplay than previous games of both systems. BG's RTwP is miles better than KotOR's, NWN(2)'s, etc.

Yeah, but on the whole, turn-based combat has come a long way from Ultima to X-Com, to Jagged Alliance 2, to Silent Storm. It's had a longer time to develop.

Vault Dweller said:
What are these generations you speak of? It's RT and it's got a pause feature. The concept didn't change since the Darklands days, did it? Neither did TB.

Turn-based has most certainly changed conceptually. From simple "you do one thing, they do one thing", to action points, to reaction shots, to interrupts, and beyond. Wasteland versus Xcom. Xcom versus Jagged Alliance 2. See what I mean?

Really? I guess that's why everyone here enjoys PST and NWN combat so much. Because it's better than most TB games.

All I'm saying is that turn-based isn't necessarily better than RTWP. Turn-based done well is (for the most part), but that doesn't imply that turn-based as a whole is superior in all aspects.

And? You are in TB mode. You have a mage and his cronies. Who's more dangerous? Cronies and the guy who actually has his own cronies? And who just happened to be a mage and thus is well equipped to fuck things up. Should I anticipate that he would try to cast some spells or not? Decisions, decisions...

Thing is, it's too much on the anticipation side. Yes, a mage can mess things up for your crew...but he can also be completely passive. He could just as easily cast a "harmless" stoneskin spell as a souped up death spell. You don't know until it's too late and there's no way of knowing. Sure, it may make things more difficult, but I'd feel it's a more artificial difficulty and more "cheap".

Or try a different spin on the example. In the turn-based version of the mage fight, you decided to attack the mage as he was the bigger tactical threat. But then, something unexpected happens, like a previously unforseen monster joining the fray, the mage having contingencies get tossed up, or you're attack rolls fuck up because random number generators hate you. Turn-based will bone you over incredibly hard for something like this. Unforeseen events can't be responded to because of the nature of turn-based combat. It's not very fair, nor very fun.

Although, most turn-based games account for this be reducing unknown factors and variability. You *know* certain things in games like X-Com and JA2. You *know* what enemies are capable of (or learn) and you can apply that constantly and consistently. Enemies behave consistently, and you rarely feel blindsided because in most cases you can look back and see what you did wrong or where you screwed up. Not so with other games, especially fantasy ones or those with a D&D like ruleset (read: lots of variable dice rolls).

For a final example, look at chess. Turn-based with full disclosure. You can know and see everything your opponent knows and sees about the current game situation. There's no queen magically having a fireball that you couldn't possibly predict, or a rook coming from off the board to put your king into checkmate. Turn-based works in this kind of environment...not so much in the unpredictable world of fantasy and such.

Which is one of the reasons why it sucks.

No, it just makes for a different set of challenges (not the twitchy kind though). And certain mechanics work in RTWP that don't work in turn-based. Enemies can field abilities in one that would be broken in the other. Look at chain contingencies and try thinking about how much fun those would be to deal with in a turn-based environment.

Which is why a 10 year old with fast fingers can beat RT games.

We're talking RTWP here. Being a 10 year-old with fast fingers make as much a difference in RTWP as being an old fogey with too much time makes in turn-based (read: none at all: both parties need to check the option menus and realize it doesn't matter).
 

sheek

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Game sounds kinda interestnig, first time I hear of it just hope it's not RT.

Hey DU, have you thought about giving them a forum here on the Codex? I think a little known studio like this needs all the help it can get, even to spread word within Fair Codexia... think about it.
 

Turjan

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Messages
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sheek said:
Game sounds kinda interestnig, first time I hear of it just hope it's not RT.

Hey DU, have you thought about giving them a forum here on the Codex? I think a little known studio like this needs all the help it can get, even to spread word within Fair Codexia... think about it.
LOL, you take roleplaying Andhaira really seriously :D.
 

St. Toxic

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@Andhaira: I think you are taking this a bit too dramatically. Just because its on a forum doesn't mean its true. But the fact is, its on a forum. Therefore, its accepted by the publishers, and by mainstream.

Basically, I suggest locking your windows at night b4 you go2 sleep.
 

thesheeep

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Wtf?....

Anyway. I don't know if this has been said before (in this thread), but TB has the great advantage that you know who hits when (more or less). In the heat of RT, this is almost impossible when facing multiple enemies. You just know more in general and you have unlimited time (though I don't know why, I'd love to see TB with like 30 secs to do a move), which gives you a much easier time coming up with a plan.

After all, combat in TB IMHO is just easier than combat in RT(wP).
Of course, with this also comes the necessity to make encounters more challenging, or else bad things will happen. Just think of Fallout and what happens when its the turn of 10+ rats. For such fights, nobody would need TB combat.

Conclusion: The harder the fight, the happier you are when you are given time to plan and know whose turn will be the next(without having to go crazy on the spacebar). And why not make the player happy, as long as the challenge remains?
 

Andyman Messiah

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Are there lightsabers in AoD? Can you wield a lightsaber in AoD? There should be lightsabers in AoD. Fix it, Vault Dweller. I want lightsabers in AoD.

Are there horses in AoD? Can you ride a horse in AoD? There should be horses in AoD. Fix it, Vault Dweller. I want horses in AoD.

Are there lightsaber-wielding ninja horses in AoD? Can you become a lightsaber-wielding ninja horse in AoD? There should be lightsaber-wielding ninja horses in AoD. Fix it, Vault Dweller. I want lightsaber-wielding ninja horses in AoD.

Are there consequences for becoming a lightsaber-wielding ninja horse in AoD? Will you receive any benefits or un-benefits for becoming a lightsaber-wielding ninja horse in AoD? I want consequences for becoming a lightsaber-wielding ninja horse in AoD. Fix it, Vault Dweller.

Fix it, Vault Dweller.
 

Andyman Messiah

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Are there lightsabers in AoD? Can you wield a lightsaber in AoD? There should be lightsabers in AoD. Fix it, Vault Dweller. I want lightsabers in AoD.

Are there horses in AoD? Can you ride a horse in AoD? There should be horses in AoD. Fix it, Vault Dweller. I want horses in AoD.

Are there lightsaber-wielding ninja horses in AoD? Can you become a lightsaber-wielding ninja horse in AoD? There should be lightsaber-wielding ninja horses in AoD. Fix it, Vault Dweller. I want lightsaber-wielding ninja horses in AoD.

Are there consequences for becoming a lightsaber-wielding ninja horse in AoD? Will you receive any benefits or un-benefits for becoming a lightsaber-wielding ninja horse in AoD? I want consequences for becoming a lightsaber-wielding ninja horse in AoD. Fix it, Vault Dweller.

Fix it, Vault Dweller.
 

Andyman Messiah

Mr. Ed-ucated
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Messages
9,933
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Are there lightsabers in AoD? Can you wield a lightsaber in AoD? There should be lightsabers in AoD. Fix it, Vault Dweller. I want lightsabers in AoD.

Are there horses in AoD? Can you ride a horse in AoD? There should be horses in AoD. Fix it, Vault Dweller. I want horses in AoD.

Are there lightsaber-wielding ninja horses in AoD? Can you become a lightsaber-wielding ninja horse in AoD? There should be lightsaber-wielding ninja horses in AoD. Fix it, Vault Dweller. I want lightsaber-wielding ninja horses in AoD.

Are there consequences for becoming a lightsaber-wielding ninja horse in AoD? Will you receive any benefits or un-benefits for becoming a lightsaber-wielding ninja horse in AoD? I want consequences for becoming a lightsaber-wielding ninja horse in AoD. Fix it, Vault Dweller.

Fix it, Vault Dweller.
 

MaskedMan

very cool
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@Andhaira: ive seen atleast one avatar on the iron tower forumms with an lightsaber,so ive hopes for it, but im not sure if its 2 good 2 be true :(
 

Black

Arcane
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Andhaira hooouuuuseee
What the fuck.
Undo it, it's not even funny!
 

Darth Roxor

Rattus Iratus
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Vault Dweller said:
Well, my original point, later reinforced by Dark Underlord, was that generic enemies in TB games such as XCOM, Jagged Alliance 2, and Realms of Arkania are very dangerous due to complexities of TB combat. In fact, DU specifically mentioned that 4 weak Aquaturds killed 12 of his marines. He wasn't talking about a "shitloads of greenskins and shamen", as you so eloquently said.

Have you even played any of the stuff I posted? Or maybe you're suffering from amnesia? During that fight in BG2, you're fighting against a party of what, 6 people? I remember a dwarf fighter, a human barbarian, a thief, a mage, the mage's familiar, and... either I forgot someone or that's it. And hey, that's a location in the very first city you visit when you leave Irenicus' dungeon.

IWD1? At the start you rarely face more than 5-6 goblins/orcs and they're still enough to beat you up.

By 'shitloads' in IWD2, I meant that you face a mob around every corner, not 4758678945 mobs at the same time.

Also, as for moar RT examples - ever played Dark Omen and Shadow of the Horned Rat? Are they also really really easy, 'autopilotable' and don't need any sort of strategy?
 

Shannow

Waster of Time
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Edward_R_Murrow said:
A RT(wP) done well beats a TB game done bad isn't really an argument.

Sort of. But I feel it does counter the "turn-based is universally better than RTWP" statement.
Granted, but

So you see him cast possibly Horrid Wilting. You can pause and try to go for countermeasures. That requires you to read the situation quickly enough and pause quickly enough and your party to react quickly enough to your commands and for any of their attacks to actually get through and for the dmg to disrupt his spell...

Autopause? There were a myriad of auto-pausing features to help with this. It's like when people complain about turn-based being "too slow", you point towards the options menu with animation/turn speed.
this doesn't work. What autopause do you think would help with your situation? Was there a "pause when enemy casts dangerous spell" setting?
Not only is there no viable autopause setting for the situation you describe (apart from maybe "every turn" which makes RTwP games suck even more, IMHO) but it wouldn't help much if there was one. Because it only covers the "you didn't pause fast enough" problem. It doesn't get your meleers near enough to intervene before the spell is cast. It doesn't make your casters able to cast that round (might have already cast a quick spell, attacked with a weapon or be in casting a spell with a different target). It doesn't make your attacks hit even if they are in time. I don't remember if there was a certain interrupt in BG if a caster took dmg but I don't think there was. So even if you hit you cannot be sure it will interrupt the casting. All of that in the (half-a-)second it takes the enemy to cast his spell.
Sorry, but I still don't see how your "instantaneous reaction to changes on the battlefield" argument in RTwP is supposed to work. Except by chance. The enemy casts just as your fighter hits him and he is interrupted. But that is purely chance and we were talking tactics.
 

Ardanis

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Vault Dweller said:
Wyrmlord said:
But in turn-based, when it is the mage's turn, he does things with impunity.
Which is why you prepare for the mage's turn. One of the cool things about TB is surviving your enemies' turn. That's where tactics kick in. JA2 was very unforgiving in this aspect. One mistake and your men are dead.
Vault Dweller said:
In real-time, the Queen would have like 500 HP and a Pawn would do like 3 damage and the Queen would kick its ass - ala Starcraft.
Erm, that has nothing to do with RT vs TB, simply the game design.
Game design is determined by the system.
I've been playing a mod fight in BG2 about two months ago. The picture - six guys stand against six mine. Every active effect I have on gets dispelled before the fight. Among them there is an assassin 'one hit - one kill'; a sorceress who throws off a Chaos spell at the first round and then stuns characters low on hp; FMT who goes invisible and backstabs everyone, dispelling some of protection if he sees them on; archer with poison and dispelling arrows coming in two packs; a killing barbarian machine; nasty priest.

One mistake, protections (hastily raised up in the first few seconds) go off or a char gets confused - dead char. Design is determined by author, all is strictly by the game's rules, no cheesing at all. The game is RTwP.
 

spacemoose

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BG2 had a lot of what was essentially cheating by the npcs, where they would have several contingency spells fire when they detected your party

it always pissed me off a bit
 

POOPERSCOOPER

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VD, don't listen to them about making you control your whole party. It ruins a lot of aspects of role playing for the sake of power gaming.
 

Ardanis

Novice
Joined
Dec 31, 2008
Messages
30
BG2 had a lot of what was essentially cheating by the npcs, where they would have several contingency spells fire when they detected your party
Same can always be done by the party, in fact. Chain contingency, a normal one, Spell trigger - voila, seven spells in the instant.


Point is, RT(wP) can require as much of tactical planning as TB. It's only a matter of effort and creativity, not a game system.

It's not an agitation to convert AoD into RT, sure, keep it the way it is. Just providing a proof that 'RT sucks by default and can't be cured' notion is a joke.
 

Melcar

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Well done RT can be just as engaging and entertaining as well done TB. Can't we just agree on that? I mean, its not like there aren't any examples of shitty TB out there, so saying that it's simply better is stupid. It all comes down to how well the developers implement it.
 

elander_

Arbiter
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Oct 7, 2005
Messages
2,015
RTwP systems can be unresponsive and chaotic. When you are having a fight with dozens of enemies, unless you have a dozen eyes to see what everyone is doing at the same time it becomes annoying to use RTwP and a quick eye becomes more important than strategy.

I admit that BG2 is not the best there is in terms of RTwP user interface. It's actually a bad one and it may become impossible to select npcs when there are too many of them and they are close together. Good auto-pause conditions and unit selection can make RTwP systems work better. But TB is the only method that gives you absolute control on your team and let you see everything one event at a time.
 

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