Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,059
Surely, you see the difference between a gameplay pause and sequential combat?Guess RTwP is better than Turn Based combat.
What are the differences, mechanic wise, between RTwP and turn-based? Care to enlighten me?
RTwP is real time that sucks. The pause is an honest admission that fast-paced, party vs party, real-time combat is too chaotic to be controlled on the fly and that AI is too retarded to be relied on, and thus you have to pause this interactive movie to issue some basic orders and show AI how it's done.
Sequential combat is a lot more complex and a turn, yours or the enemy's, isn't a pause - it's a window to plan, respond to what the enemy's up to, execute strategies, and most importantly, ensure that your party members will survive the enemy's turn. In fact, planning for the enemy's turn is what makes TB so interesting. Any idiot can pick some targets to attack during his turn, but making sure that all your men survive the enemy's turns turn and the battle (like in XCOM, for example) is the real challenge.