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?
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.
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.
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. To make this autopause function similar but superior to interrupt systems in TB games the game would only require that the time it takes for the character to notice the enemy - and thus put him on your screen - would be based on the character's stats. When the game has autopaused after the new enemy shows up on your screen you only have to give the order to attack, and the actions of both characters would be played out simultaneously. The one who gets the first hit would be at almost as great an advantage as anyone who wins the interrupt roll in a TB game, but he wouldn't be at that advantage if he used the time for anything but shooting.
DarkUnderlord said:
Armacalypse said:
And what about intercepting? The enemy can for example put his whole army in your castle just because you weren't standing right at the back door,
It's a surprise attack. It happens. Commando's bursting through the door instantly, all units running through simultaneously in a well-trained action before your guys can even figure out what's going on or have time to shit themselves.
- When he reached the top, one of the target bunkers opened fire on him with machine guns. Yadav ran toward the hail of bullets, pitched a grenade in the window and killed everyone inside. By this point the second bunker had a clear shot and opened fire, so he ran at them, taking bullets while he did, and killed the four heavily-armed men inside with his bare hands.
[...]
No, Jack carried a fucking claymore. And he used it, too. He is credited with capturing a total of 42 Germans and a mortar squad in the middle of the night, using only his sword.
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.
I always react when the enemy changes direction in Total War for example. I make my troops move with them like a basketball player or something, otherwise they could easily flank me.
DarkUnderlord said:
Armacalypse said:
and because an infinite number of people can go through a tiny doorway at the same time because their turns are separate and the collision that would happen is non-existant. And what about moving one unit to see if there are any enemies, and then move the rest if there aren't any? How can you move all your units at the same time, based on information gathered by moving only one unit?
Again, turn-based is showing you how one unit can move quickly and signal to his comrades that there are enemies here with a quick hand signal - allowing them to move in Commando style as above - before he's fired upon by the lazy, probably resting, army behind the door.
"What the fuck, some guy is her... HOLY SHIT WE'RE UNDER ATTA..."
Realisation dies under a hail of gunfire.
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. 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.
The TB situation makes it seem as if your 2 characters enter the doorway at the same time, and the enemy only has time to kill one of your characters before your other character kills him. But that situation also has all the advantages of sending in only one character first. Sending in all your character at the same time wouldn't be such a good idea if there were booby-traps and heavy machine gunners at the other side.
DarkUnderlord said:
Armacalypse said:
I admit that making RTwP or even RT with autopause work without making situations like the charging machine gunner require you to manually pause when he is in optimal range for your shotgun is probably as hard as doing away with retarded chance based interrupt systems in turn based games, but turn based games can only come so far, and can never truly utilize all the logical tactics that would work in a world with remotely realistic laws of time and space.
Said the man who thinks gunners would always react quickly if they saw someone charging towards them, failing to take into account that maybe they didn't see the guy coming for them until it was too late, maybe they thought he was one of their own for a second (why would a bad guy try and get that close) and assuming their guys could open fire and hit simply because the guy is closer.
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.
DarkUnderlord said:
Besides that, what happens in real-time when you're looking at another part of the battlefield and aren't around to even notice some guy running towards another area? Then look back only to go "Oh shi..." like I have done in Starcraft on many occassion. Gosh that almost sounds like a worse outcome than the opportunity turn-based would've provided to keep the entire battlefield in mind.
I'm basically saying every scenerio you've used for saying "TB sucks OMG its not realistic" could occur in real-time anyway. TB simply gives you the time to make those moves without hitting spacebar like a spaz in real-time (and therefore making the game rely much more heavily on your OWN reflexes and ability to notice things, rather than your characters).
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. If the game for example auto-pauses each time a character starts a new action or changes his running direction most of the problems would be gone (though I agree that depending on the number of units the game could be really slow, but that could probably be overcome by smart design decisions like being able to order/configure your characters to automatically react to situations and calculate the best route to intercept enemies). Though there would still be the situation with the machine gunner where you have to manually pause. Not when the machine gunner starts running towards you, but when you decide when the range between you and the enemy is optimal for you to take the shot. But this situation could also be fixed. If, when the autopause activates because the enemy changes direction, you could give your unit an order to take a shot when/if that enemy comes into a certain range that you yourself decide.
And I also understand where you are going with the reflex involved in manually pausing. If a person is an adept Starcraft player maybe he could "cheat" by reacting to situations not covered by autopause, but why then not just disable manual pausing? With only autopause I doubt the tactical options would be any less or make less sense than in a TB game. There would maybe be situations where it would make more sense for your character to for example change targets, but that would still probably not make less than the numerous similar situations in TB games, like when your character can't do anything to the enemy that runs straight trough the whole room unharmed because you characters are out of action points to interrupt him.