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Multi-staged Phase-base combat.

Discussion in 'Codex Workshop' started by Human Shield, Mar 22, 2008.

  1. Human Shield Augur

    Human Shield
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    We have talked a lot about turn-based (JA2), phase-based (Laser-squad Nemesis), and Bioware style shitty RTwP that everyone calls simultaneous turn-based.

    I had a thought the other day of a staged phase-based combat and why has no one done it.

    Movement phase, Attack phase, like a wargame. All players set move orders, they are executed and then everyone gives shooting orders and they are done at the same time. This avoids the main issue in phase based of firing at units that walk out of sight or having to issue opportunity fire commands. And even if the unit you are targeting wants to run out of sight the program can calculate the best time to fire and fire before they move.
     
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  2. MetalCraze Arcane

    MetalCraze
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    oh god damn - I read the topic title as multi-headed...
    anyway - phase combat is meh
    and moving phase/attack phase won't eliminate the problems. what if it's an enemy sniper - and blaam - you can't move because you can only shoot - so he will pop your team like bubbles while you even won't be able to take cover.
    nah.

    turn-based combat with the interception of moves like in Silent Storm f.e. - all the way.
    at least you will be able to send someone in the middle of the hell to heal your wounded unit.
     
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  3. Jormungandr Liturgist

    Jormungandr
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    Then make it so that you can exchange your action phase for a movement phase (but not the other way around, of course). Or that you can take your action or movement phase in either order you want. Just so that instead of each person taking their entire turn before the next person can act, each person only takes part of it. Basically, it breaks down into people taking smaller turns

    While a CCG rather than CRPG, the Buffy card game featured this sort of turn setup. Everyone takes turns moving, then everyone takes turns acting, etc. It was OK for a card game. And, of course, there were some characters who could attack during the movement phase, which made things interesting.
     
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  4. mirrorshades Liturgist

    mirrorshades
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    This is usually older (or old-style) wargames; I think it is a throwback to the boardgames, where it's easier to do all the moving at once and then all the attacking at once, instead of trying to remember which of your 200 units has already moved or shot, etc.

    I've played some wargames that work this way, and it can be a bit cleaner, but doesn't allow for some tactics that would be possible in an "open" system. Example: I have two units in different locations on the map, and a third unit that I wish to use as reinforcements. What I want to do is see how the combat goes, then move my reinforcement unit towards either one or the other. If I have to do all my moving first, I have to decide before the combat which one I think will be worse off... or, I have to wait another full round to move towards the unit, which may be too late.

    Works okay once you get into the swing of it, but if someone is used to a more open system, it feels like you're playing with handcuffs on.
     
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  5. Human Shield Augur

    Human Shield
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    He would get one shot and its your choice to end your movement in the open.

    In your example combat would play out for both units at the same time and then goes right back to movement in which you can reinforce or try to escape.

    You could probably aim during the movement phase or assign a second move action during movement phase (but should show a ghost image to your enemy of where you are going to move during shooting, it happens at the same time so they could shoot at you while you move). Their could also be overwatch to automatically shoot at opportunity targets during the next movement phase.

    I think more depth can be better then open if it plays better. A good cover and concealment system (with smoke grenades), detailed movement and firing modes, good morale and suppression system, and a realistic wounding system.

    This system can make it faster to play SP and allows large multiplayer games.
     
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  6. Andhaira Arcane

    Andhaira
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    Wizardry 8 had a similar system, or at least as close as you got. At least in rpgs. pc Strategy games also have hadsimilar systems, though I cannot rite now recall any names.
     
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