naossano
Cipher
YOU MIGHT ENCOUNTER SOME COMBAT SPOILERS HERE ! ! !
I am not sure if the title of the thread is explicit enough, but i didn't want it to be too long and have to reduce it afterward. It is also a thread for combatfag, not storyfag.
I was wondering if you would recall some very memorable encounters that felt like they were really enhancing the Turn-Based combat system and wouldn't have work as much in real-time. I am not talking about turn-based in general. I prefer it than real-time and some aspects specific to Turn-based are recurrents and mentioning them would mean a long list of games. I also confess that, while liking TB, i didn't play a huge number of them so far (i have a pretty big "to play" list that increase faster than i finish one game, especially with current incline), so i might have been impressed by something that is common in some other TB games.
I got quite well surprised when i played the first two 2010s Shadowrun games during some missions when i felt like. "Well, this would never had happened in a real-time game. Or if they tried, they would have failed to convey the feeling of everything happening at the same time, bringing a lot of tension, and yet, at the same time, allow you to participate in each part of it, instead of feeling too rushed".
For those who played those two games, i was thinking about those missions :
- In DMS, when you have in the meatspace to protect the hacker agains't unkillable enemies, while the hacker fight her way in the Matrix.
- In DMS, when you are only able to kill the enemy with a special weapon, only if you can do it in a single turn, otherwise your previous efforts would be wasted.
- In DF, when you have two characters in two different rooms in the Matrix, defending themselves agains't other deckers & programs, while trying to control meatspace turret, while three other characters must defend two access and several computers, agains't classic enemies, big robot, and enemies that attack your Action points.
- In DF, the two missions in which you have a limited number of turns. It conveys a sense of urgency, while still giving you time for your next move.
- I also liked the unreliable control of the cybertroll in DF, but that kind of thing could have worked well in RT too. (although a bit less good)
I also recall using various squad of mercenaries in the same map in Jagged Alliance 2, to attack the map from various sides and various layers, then having some group stuck by enemies, while other tried to clean around them, but it was mostly a choice rather than the mission design.
I am not sure i am conveying this that well. Maybe it shouldn't have to be the same kind of exemple.
Just some fighting situation that is not so frequent in TB games and that give you the feeling that kind of fight/encounter/situation would never happen in RT, or wouldn't be able to convey the same feelings. (provided you liked those feelings)
Also, i am not saying that a TB games HAS to put you in those kind of situations in order to be good. TB games can be good on their own right.
I am not sure if the title of the thread is explicit enough, but i didn't want it to be too long and have to reduce it afterward. It is also a thread for combatfag, not storyfag.
I was wondering if you would recall some very memorable encounters that felt like they were really enhancing the Turn-Based combat system and wouldn't have work as much in real-time. I am not talking about turn-based in general. I prefer it than real-time and some aspects specific to Turn-based are recurrents and mentioning them would mean a long list of games. I also confess that, while liking TB, i didn't play a huge number of them so far (i have a pretty big "to play" list that increase faster than i finish one game, especially with current incline), so i might have been impressed by something that is common in some other TB games.
I got quite well surprised when i played the first two 2010s Shadowrun games during some missions when i felt like. "Well, this would never had happened in a real-time game. Or if they tried, they would have failed to convey the feeling of everything happening at the same time, bringing a lot of tension, and yet, at the same time, allow you to participate in each part of it, instead of feeling too rushed".
For those who played those two games, i was thinking about those missions :
- In DMS, when you have in the meatspace to protect the hacker agains't unkillable enemies, while the hacker fight her way in the Matrix.
- In DMS, when you are only able to kill the enemy with a special weapon, only if you can do it in a single turn, otherwise your previous efforts would be wasted.
- In DF, when you have two characters in two different rooms in the Matrix, defending themselves agains't other deckers & programs, while trying to control meatspace turret, while three other characters must defend two access and several computers, agains't classic enemies, big robot, and enemies that attack your Action points.
- In DF, the two missions in which you have a limited number of turns. It conveys a sense of urgency, while still giving you time for your next move.
- I also liked the unreliable control of the cybertroll in DF, but that kind of thing could have worked well in RT too. (although a bit less good)
I also recall using various squad of mercenaries in the same map in Jagged Alliance 2, to attack the map from various sides and various layers, then having some group stuck by enemies, while other tried to clean around them, but it was mostly a choice rather than the mission design.
I am not sure i am conveying this that well. Maybe it shouldn't have to be the same kind of exemple.
Just some fighting situation that is not so frequent in TB games and that give you the feeling that kind of fight/encounter/situation would never happen in RT, or wouldn't be able to convey the same feelings. (provided you liked those feelings)
Also, i am not saying that a TB games HAS to put you in those kind of situations in order to be good. TB games can be good on their own right.