Sol Invictus
Erudite
DamnElfGirl said:Honestly, I can see where he's coming from. As much as I love ye goode olde turn-based games, plenty of them didn't have anything for the non-magic-users to do except attack or defend. And defending was less than usless. Might as well just keep the fighters on attack, changing their targets from time to time.
Yes, this especially holds true with Arcanum. There wasn't much you could do as a fighter or a gunman besides wail on things ceaselessly and without mercy. It was the main reason I hated Arcanum. They should just as well done away with the whole turn-based mode in Arcanum and gone for straightforward real time combat.
However, there is this very old turn-based game called Master of Magic, which you may or not have played, that included quite a few tactical options for melee characters, allowing them to use skills like 'stun' and 'trap'.
If you're not going to give me turn-based combat with meaningful, interesting, and fun strategic choices, might as well give me real-time combat so I can get the darn fights over with and get back to the rest of the game. Of course, I'd prefer a game that lets me manipulate the environment to my advantage, attempt to make called shots against the enemy, protect my weaker characters with my tanks, etc., but designers just don't seem up to that these days.
I don't agree. Most of the recent turn-based games have included some of the most advanced tactical options. Case in point: ToEE, Silent Storm, Massive Assault, Age of Wonders 1 and 2.
In Age of Wonders 2: Shadow Magic (better than the original), which I'm currently playing, your heroes are given the choice to pick a new skill or perk at every advancing level, allowing to be much more capable in the tactical battlefield than any of the grunts. The grunts themselves are nothing to laugh about, all of them have tactical advantages (such as resistance to fire, cold attacks, immunity to stun, and so forth) and some of them have secondary abilities which allow them to do something other than wailing ceaselessly at the enemy, like a stunning attack, cleave attack, or first charge.
What's more, is that the game has a much larger strategic aspect to it. You're sometimes drawn between recruiting 2 druids with the ability to ensnare enemies and control animals, or a group of 4 swordsmen which cost about the same amount of gold to produce as the 2 druids but don't have their special abilities.
You have a point, though. It's preferrable to have real time combat over turn-based combat if there aren't any tactical options available. If the lack of tactical options is the case, the game will suck no matter what mode it's in regardless of its form of combat. Dungeon Siege is a good example of a bad game with limited tactical abilities.