Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Are you saying it's not? Are there clearly defined turns? You know what turns are, don't you? Not some time periods, but a sequential opportunity for your character(s) to act while everyone else don't. Anything else is not TB. Now, it's your turn to tell me "yes, this is exactly what we have", and we'll hug each other like brothers. Sadly, it's NOT what you have, at least according to Balor:Vi said:Please describe, why the system I described is RT?
"SMP - is essentially realtime gameplay system, but each your action will be measured in seconds (up to one hundredth of a second), and each time there are enemies nearby, and you run out of orders - the game will be paused with a comment "out of actions" and a clickable icon of that idle char.
...
Time in SMP continuous for EVERY actor - and when game is paused, it is paused for everyone"
You may think that you've invented something here, but we saw a trruckload of "smart pause" systems and all of them were trying to pass themselves as some sort of TB. From Bioware "real-time turn-based combat" to something even more stupid like UFO Aftermath Simultaneous Action System:
"In UFO: Aftermath, we introduced our Simultaneous Action System (SAS) in which you plan out orders for your men (where to go, what to equip, whom to attack) while the game is paused. Then, you run the game, your men go carry out your orders and the game pauses when either one of them completes his plan or when something unforeseen happens like a new enemy is spotted, or a soldier comes under fire."
Sounds familiar, doesn't it? He even makes the same arguments as you do. Great mind thinks alike, don't they? :wink:
So, like I said, honesty would work much better here. If you also want to educate yourself, here is a good article on various combat systems. Also, while you are at it try to find time to look up "sequence".
I thought that was clear: the "really small turns" that let you make only one step serve absolutely no purpose other than to introduce a RT system to run that show. So, from RT point of view, it may make sense, but as a TB element it's pointless. Basically it removes the best feature of TB: ability to execute tactical maneuvers during A turn.It is very easy to say "bad design" without any explanation, usually it is a sign of bad education and poor knowledge
Like many before you, you misunderstood what TB is all about, trying to fix what has NOT been broken: vulnerability during enemy's turns. As I've said to Balor, "Part of the tactics in TB (including chess) is to prepare for the "side-effects" when you can't do anything. Any moron can pause a game and order his characters to shoot, that's not tactics. Ensuring that your characters will live through the enemy's turn is."
See the last paragraph aboveI understand it can make no sense for you, the idea was a bit different - to describe a TB system with minimal 'TB side-effect' that affects game realism
Realism vs fun. Hmm, tough choice.Could you say that this system is less 'realistic' than classical 'well-balanced' TB?
Once again, I thought it was obvious. If nothing happens, combat is over. I don't believe I can't say it any simpler. Are you fighting with someone right now? No? Then you are not in combat. Of course, it doesn't really matter since it's a RT system.Please explain why? 'Bad design' is not an explanation, it's an attempt to hide without giving any explanation.Nothing happens - combat is over, simple as that. Anything else would be bad design.
Realistic? Why? Are you going to introduce eating, drinking, sleeping, and other bodily functions too? That would be very realistic, I think.Nothing wrong with TB in this area. But the idea was to make TB more 'realistic' without sacrificing controllability, that was this sentence about.
Anyway, here is a good post by Saint using The Magnificent Seven as an example:
http://www.rpgcodex.com/phpBB/viewtopic.php?t=192
Here is a quote:
"So, the gunslinger gets angry, and tells the knife guy he wants to prove it by them dueling for real. When the gunslinger keeps on insisting, the knife fighter eventually stands up, and they duel again, standing about 20 to 30 feet apart. Long story short, as the gunslinger is drawing, he gets a knife hitting him and killing him.
The knife thrower was much faster than the gunslinger, capable of not only beating the gunslinger's weapon draw, but also having the knife travel accurately through the air in time to kill the gunslinger before he fired.
Turn based can do this situation flawlessly. Most turn based systems have a combat system based on how fast a character can act based on their agilty, or other attribute(s), the characters in combat are. Avernum does it. Geneforge does it. SPECIAL does it. I'm pretty sure GURPS does this as well. Because the knife thrower was more agile than the gunslinger, he won the fight. His "turn" came up first.
Now, consider this situation in real time. In real time, you have to deal with actions and animations also going on at the same time. You have three animation sequences for this fight. The knife flying through the air, the knife thrower drawing and throwing the knife, and the gun slinger drawing his weapon. Each of these animations will have a certain fixed frame count per second. "
Not another HAEV U EVAR SEEN A TURN-BAESD BATTLE IN REAL LIFE!!!!! argument.Hey, dweller, why do you think no one real life battle resembles chess?
I can't believe you guys. I've always thought and hoped that Russians will deliver us from the RT evil, and here you are doing the same stuff and saying the same stupid things that your North American counterparts do.
Picking your nose is a great abstract game, chess is a great tactical game first, and any other crap like abstract second.Chess is a great ABSTRACT game
We are all very impressed.and I'm a master of it
Well, God bless then. I don't know the ratio of morons to smart people in Russia, but if it's anything like in North America, you game will be very successful....but our goal was not to create another one ABSTRACT game (there are enough of good them already), but a game that is closer to reality.