Regvard
Arcane
FTL would have been better, even with it's low complexity, with a turn-based system.
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.
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RTwP is real time with a group. The pause was needed because players want to control the whole group. Fast-paced, party vs party real time combat is obviously close to impossible for a player to control unless the AI covers for him. If anything the game will become a real-time strategy game were you don't want to lose any units at all.
RTwP is real time with a group. The pause was needed because players want to control the whole group. But turn based would have been a more optimal solution.
IMO RTwP isn't bsb, it's just suboptimal. It can be designed to decent effect, to the point where it can be better than a shitty turn based system. So in the end I prefer TB over RTwP but it's not enough to stop me from playing a game.
Fixed.So why should RTwP be used?
Because it caters to simulationists.
Why should turn based be used?
Because it caters to gamists.
Fixed.So why should RTwP be used?
Because it caters to casual gamers.
Why should turn based be used?
Because it caters to thinkers.
No, those examples are exactly turn-based.while the "turn-based" they're thinking of (i.e. ToEE, Fallout 1&2) is actually, I dunno, phase-based? frame-based? move-based?...whatever, pick a word that describes that style of combat, you all get the idea.
Not every RTwP game uses IE mechanicsIn all reality, "RTwP" isn't really real-time since actions are still limited by turn-based intervals of time-- specifically a 6-second "round" (i.e. you get X attacks "per round", can only cast one spell per round, the pause between drinking multiple potions is the round ending because you can only drink one potion per round, etc.)...
FTL is NOT a RTwP RPG!
It is different category, it works as a space simulator, and space battles traditionally have things like shield recovery, weapon systems charging etc, which would NOT work in turn based style. It would just be too awkward to play such a game turn based.
That said it has nothing to do with this discussion, namely because you just control one ship(and at that much of the stuff is automated, crews have just few uses, there are no SPECIAL ABILITIES,there are no modifiers etc) , and the controls are simplistic yet deep in a way that you need to pause from time to time, and especially when firing.
It is the best example of how RTwP is done right. Rather then BG2(lets not even mention NW2...) , which just turns to clusterfuck and is unplayable to all but nostalgia fags.
Darklands combat is so bad and broken I don't even know how you could begin to fix it.
I say that as a big fan of Darklands.
Wait, I do know where you could begin to fix it - make it so you can't use potions instantly in inventory. That is step 1 of 10000 in unfucking Darklands combat.
Darklands combat is so bad and broken I don't even know how you could begin to fix it.
I say that as a big fan of Darklands.
Wait, I do know where you could begin to fix it - make it so you can't use potions instantly in inventory. That is step 1 of 10000 in unfucking Darklands combat.
It is hard for me to imagine getting any more used to darklands combat. It is a testament to the anesthetic effect of Rtw/P that the game is finishable by a human beingDarklands combat wasn't so bad once you got used to it. It could have uses terrain better (or at all) and more varied encounters, though. And I was able to complete it using no stat or item boosting potions (except the flameproof potion), and no healing potions in combat.
It is hard for me to imagine getting any more used to darklands combat. It is a testament to the anesthetic effect of Rtw/P that the game is finishable by a human beingDarklands combat wasn't so bad once you got used to it. It could have uses terrain better (or at all) and more varied encounters, though. And I was able to complete it using no stat or item boosting potions (except the flameproof potion), and no healing potions in combat.
I found it funny how this is supposed to support TB, because that's exactly the reason why I consider it inferior to RT. Actual combat is about reactions not planning 3 steps ahead. Sure planning should be important, but you should be able to adapt to the situation and not just sit there and watch the enemy play. If you want superior planning then chess is your game. When you try to simulate realistic combat you should aim for more reactive system. Is dodging a fireball or grenade unrealistic or bad? Of course not, actually TB systems try to emulate real time. They use all those small mechanics like interrupts in JA2, reaction shots in X-COMs, rogue's evasion feat in D&D to emulate reactions.You're confusing reacting with preparing. Let's say my troops run toward a building, the enemy opens the door, I hit pause, target the enemy, unpause, my troops start firing (or hacking and slashing), the enemy dies, I pat myself on the back and open another beer. Same scenario in TB. My troops run toward a building, my turn ends, the enemy opens the door and start firing.
I played TB XCOM games and I played RTwP XCOM knock-offs. While you can say that the knock-off sucked on account of being, well, knock-offs, the RTwP made combat feel significantly less tactical and challenging.
My point is in RT, especially with pause, you can react instantly - dodge a fireball, flying towards you, drink a potion, cast a spell, aid a comrade, etc. In TB, once your turn ends, you are a sitting duck and if you didn't prepare, if you didn't ensure that you take less damage, you will lose one turn at a time (unless a game is too easy).
Decent combat is about tactics & strategies. Both require planning.I found it funny how this is supposed to support TB, because that's exactly the reason why I consider it inferior to RT. Actual combat is about reactions not planning 3 steps ahead.
Yes. Both unrealistic and bad.Is dodging a fireball or grenade unrealistic or bad?
Good for you.P.S. I played both the first two X-COMS and the czech UFO: aftershit games and I prefer the latter - I found them more tactical.
Why? I think if a granade lands next to me, I would ran away. I don't think that is unrealistic. Same with a fireball that is coming in my direction.Yes. Both unrealistic and bad.Is dodging a fireball or grenade unrealistic or bad?
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