Section8, it seems like MVB doesn't want to come out and play with you so allow me to fill the gap for a moment.
The real advantage of computers is that they can process data at rates so far beyond that of a human brain that there's no real comparison. So really, "real-time" processing in itself is obsolete. Why hobble a machine with vast computational power by limiting simulation to real time?
The answer is pretty simple. At the end of the day, an RPG developer isn't out to make a simluator that determines the outcome of combat -- they're making a game. Their primary goal is not harnessing the awesome power of the modern PC, their primary goal is creating something a human can interface with and enjoy.
The "TB is obsolete" argument is rubbish, because even though computers are capable of handling much more complex systems, the end user is still a human who hasn't evolved a great deal since the 1970s.
You give too little credit to the awesomeness of the modern PC and it can be harnessed, all you have to do is come up with a new and creative ways to harnessed it (assuming you don’t let your programmers run amok).
One of the better arguments made for TB, a corner stone argument if you may, is the separation between character and player, well let's take it the other way: even turn-base combat is TOO player involving. We need to separate the player even more then the character
when it comes to battle.
Turn base combat allow the player to infuse TOO much of his skills (intelligence, tactical, etc) and "share" with the character TOO much information that at times the character don’t have access to (especially in a game with a tactical view point – seeing more enemies coming from behind the corner for example).
We need to take away the turns from the player, and yes I do mean allowing the character and NPC to resolve the battle on their own, preferably in real-time
. I started putting down some random thought about how to implement it
here (last post) but I don’t think that for a cRPG this is going far enough.
The original idea was suppose to infuse more realism into squad based tactical games, and it has come from the motion that any side with more then a single opponent has an inherent advantage (that doesn’t even out in case of many vs. many), for example in a PC party vs. a 'boss' I would first attempt to (fantasy setting is being assumed, I'm just illustrating here) cripple in some way the opponent with my wizard, *IF* it isn’t successful I make my cleric cast some kind of buff on fighter, and then I move the fighter, *IF* this is successful I lash my fighter on him and then I have my cleric free for some other activity.
This is wrong!
For me personally it is a crack in my immersion (every time I use that word I feel dirty). Its not a game breaker, but it feels very awkward in many situations, for example when I executing some plan and at the middle of my turn it get skewed because of a ridicules failure or success, but (this is the bad part) I get a free ticket to fix it (a free advantage in case of unpredicted success) since I have more characters that haven’t made their turn. Preplanning 4 mercs to shoot some 50m away target and having the first marc luck out and score a unintentional headshot is only fun for a fraction of a second before you realize the other three mercs are standing ideal waiting for you to give them the now obsolete order. I'm not asking for teh uber realism here, just enough realism for just little bit smoother suspending of disbelief.
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Going back to cRPG, also note that (and I feel it is safe to assume this) the vast majority don’t role-play their character in tactical combat, they are too busy winning the battle, don’t get me wrong, I think that battles are en excellent opportunity to role play you character but offering tactical battle in cRPG is somewhat counter productive. It's completely understandable that when a player gets into battle, he will want to win it MORE then he wants to role-play it, because, let's face it, losing a battle duo to forfeiting the opportunity to maximizing your party capabilities from tactical PoV at the expense of role-played it, well, that isn’t a lot of fun. Offering tactical combat in cRPG can potentially (and probably does in same games) presents a situation where the player need to chose between either wining or going out of character. This is not a good case of 'choices and consequences'.
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My <s>original idea</s> somewhat incoherent mental draft for a fix (in the link above) is suited for tactical because these games are all about... well tactics, so it should remain turn based, cRPG on the other hand need a better separation between character and player, therefore the solution needs to be more, umm, extreme.
Let the player have some choices*,
prior to battle, and then let the
character intelligence, experience (arguably much more important in battle them intelligence), skills** and
persona*** determine his own action.
(*) Choices for the player can be quite numerous: reserve spells and potions/ammo and grenade or give it everything you got, stick together or allow bigger distances between PCs (chase after?), take many large risks vs. be cautious (don’t burst fire into crowds with friendlies), remain stealthy as much as possible (on/off), coordinate resources/effort vs. every one for himself and any other kind or combat meta-management. This could be streamline to preexisting (meta)scripts and/or custom scripts made by the player.
In the course of the battle the player should only be allowed to change the script issued or order to flee.
(**) Experienced soldieries/mercs are expected to understand the intricacies of a *battle* (many vs. many) and therefore be more effective, especially if you have more then one on you party, thieves and mages/scholars not so much. This however can change with experience.
Also, this is an opportunity to better describe the character through skill and game mechanic (tactics skills).
(***) I think there was very good reasons why NPC were NOT player controlled (in fallout that is), (since the memory of fallout2 is fresher
Sulik is "charge in and power sledge first, ask question later" type, Vic is quite the opposite, it would be out of character for him to charge in dueling 2 pistols, he is more of a stay back and play it safe with a rifle/shotgun type, Marcus seems to be more the type that will position himself in a key position and than rain devastating fire on un-tactical disciplined mobs (put more though into his action/is more experienced), and so on. If these character where to be player controlled, combat would have been... different, but not in a good way (even though there where moments that I wanted to kill Sulik with my own bare hands
). I'm pretty sure that the decision to make fallout party NPC non player control was very thought-out decision.
(putting the 'what if' cap on) In BG, Jaheira probably won't stray too far from Khalid, ready to cast a healing spell whenever he is starting to hurt bad (or, now that I think about it, seeing what she thinks of him, make sure that he is constantly buffed). Same go for Minsc and Dynaheir, if ever Dynaheir ever gets in trouble in the middle of a fight, Minsc will lash Boo at them, and of course Edwin can take the opportunity to cast an area of effect spell on Dynaheir and then later claming he was trying to protect her.
I had a few more things to say but after typing all this out, I seem to have forgotten what they where
.