Section8
Cipher
Yet, when it comes to 'realism != fun' - I agree, but then realism == complexity, variety, etc. I doubt you can argue with that, right?
And besides, for some, "realism ~ fun" to the very least. (untill it becomes a chore, but then its usually not something very important to begin with).
Simply because realism, like I already noted, means a lot of options to tinker with, stuff to manage, higher probability for intricate (and very fun(!) to solve) situations to occur, etc.
Realism doesn't necessarily equate to complexity. Realism just means the systems are modelled to reflect, as accurately as possible, the real world. The complexity of the simulation is almost completely independent.
Magic is a fantasy element (!realistic), but I could quite easily argue that a magic system would add complexity to a game. Likewise, I could argue that hitpoints add complexity, even though a single hit from a sword is more realistic.
Realism, in my opinion, falls under setting. I can say "Orks are t3h bestest ev4r, I <3 games wit orkz!" and you can say "Realistic games are my bag." Neither of us is right, it's just a personal preference, and I have no problem with people having their own opinion, as long as it's informed.
Properly done and configured RTwP completely eliminates twitch (unless you tweak the settings in it's favor), giving you all the time in the world to think about what do to next.
With proper interface options like queuing commands and the like (like evoked by "Z" 'action constructor'), you can also plan your actions beforehand, and then set your plan into motion, with you watching it unfold... or fail miserably, but it does involve planning and thinking.
I don't dispute that pausing can eliminate the twitch elements, and with enough time and effort put into the system, a RTwP system can theoretically do anything a TB system does. The question to ask is "How is it better?"
And about 'move + shoot'. It is possible, in theory, in E5, but due to budget 'the curse of beginner developers' issues, it was cut out, and most likely will end up in the planned expansion pack if it will be done.
As I understand, it will involve a system of 'parallel actions', where you'll be able to, say, run and reload or shoot 'from the hip', or walk and do a bit more complicated actions and making snap shots (no sniping, obviously).
Once again, I never said it was impossible, I even quoted an example where I'd seen it in action. The idea of parallel actions pretty much nails it. If you have two event queues, one for movement and one for actions, I think that's a simple enough abstraction, as long as the two interact intuitively.
And now that I've played the demo, I'd say that it's the best implementation of RTwP that I've seen. It works exceedingly well within the context of the game, given that it basically works like a "go code" in a tactical FPS, with added tactical input from the player. However, I found for anything beyond takedowns, it was confusing to track the actions of more than one squaddie.
One of the great strengths of turn based combat is the ability to see absolutely everything that goes on. I can see every shot fired at my team member, because they happen sequentially. In a RT system, where everything is happening simultaneously, I can't see the shots aimed at my sniper who sits half a map away, because I'm watching somewhere else.
The other main strength of turn-based is that its far simpler to crunch the numbers, lending a greater degree of measure to the tactics. Call it dumbing down if you will, but I think of it in the same light as controlling dozens of individual soldiers as a unit in the Total War series, it's a necessary simplification.
But thanks for turning me onto Brigade E5, I wasn't around when you first brought it to the Codex's attention, and it seems like quite an interesting and unique tactical game, even if its noticeably lacking in certain areas (many of which I'm willing to overlook, given it's a demo)