I you do end up spoiling the virginal purity of TB and introduce - overwatch - at least make it an active process that has drawbacks involved: spend AP or defence to "concentrate" on one particular enemy and react to their actions.
Like I said originally, shit's gonna get confusing.an attack of opportunity is whatever i (programmers) set it to be.
The kind of reaction i thought about would be a bit more.. chaotic, random. A kind of an instinctive shot from the hip, if you will. And it would work same for the player and enemies.
Something that characters do by themselves, without direct control or commands from the player.
Jim you should play X-Com and JA2. X-Com lets you save action points to shoot on the enemies turn and JA2 lets you use unspent action points to interrupt the enemy turns.I'd feel stuff like this would take away the main attraction of using TB in the first place, namely the high degree of control over your character's actions and the amount of planning that you can put into them. If you break up turns for anything I think it should be deliberate (especially when you're talking about random shots from the hip; what if I wanted to save that last bullet for an aimed shot?).
and then i told you im thinking about something different. wanna go for another circle?Like I said originally, shit's gonna get confusing.an attack of opportunity is whatever i (programmers) set it to be.
No, because it would not replace any other usual mechanic.The kind of reaction i thought about would be a bit more.. chaotic, random. A kind of an instinctive shot from the hip, if you will. And it would work same for the player and enemies.
Something that characters do by themselves, without direct control or commands from the player.
I'd feel stuff like this would take away the main attraction of using TB in the first place, namely the high degree of control over your character's actions and the amount of planning that you can put into them. If you break up turns for anything I think it should be deliberate (especially when you're talking about random shots from the hip; what if I wanted to save that last bullet for an aimed shot?).
As for last bullet well... fuck it, happens in combat. Dont run out of bullets?
Have a second weapon?
As for last bullet well... fuck it, happens in combat. Dont run out of bullets?
Have a second weapon?
But that's why I said it takes away a lot of the attraction of TB, which is (to me) a question of control. If I have two rounds in the chamber and two goons are running towards me with machetes in their hands and rape on their minds I want at the very least the option of trying to shoot them both in the leg and haul ass, and not be forced at random to shoot one goon twice from the hip and get killed by the second one.
It would not work in cases where two goons are running at you.
It would work when you or the enemy is using "peek around the corner and shoot" tactic.
Only.
TB is made out of player direct control-input sections and defense sections where its enemy turn and your character defends in different ways, based on various stats.
I don't think people fell in love with Fallout thanks to accurate representation of combat situations. Actually there is something badass about two guys standing there and shooting each other instead of taking cover, interrupting turns...
About discouraging the peeking around corners, what about giving a hit % penalty for shooting from different tile than you started your turn on?
You could still do it, but you couldn't get much of an edge against dangerous opponents.
Why not indeed?Attacks of opportunity, interrupts, cover system? This is getting too far. Why not switch to JA2 engine then?
Ok, I'm just half kidding again. Would be awesome though, especially with all the extra stuff that 1.13 brings that would be perfect for a game in a wasteland setting - damage to equipment, hunger and thirst system, very good injury and recovery mechanics.
Combat is the last aspect that needs fleshing out, which is the case for most RPGs.
Combat is the last aspect that needs fleshing out, which is the case for most RPGs.
This is why we cant have nice things