Grumpy Grognard
Inn Between Worlds
It takes time to aim and fire a pistol - in that time, the highwayman can try to interrupt your attack, dive out of the way, or attack first/faster. That's all built into how our turn mechanics work.
Aside from the 'will hit every time' aspect (—with mentioned caveat), it's an interesting mechanic... but how is that ever a turn? If it's the opponent's 'turn', how can the target choose to dodge on the opponent's turn? How is that not imposing upon the opponent's turn?
All turns happen in the same phase. So in a sense, imposing on other peoples actions (parrying a sword thrust, dodging out of line of fire, interrupting) is something that happens quite a lot - intentionally.
We use the principle of 'imperfect information', which I've mentioned elsewhere in the thread. That means - when you're planning your turn, you look at the enemy's position, facing direction, stance/telegraphing animation. Different enemy types have patterns, also, but I'll get to that later.
Glop_dweller said:*Many turn based games do allow for actions that coincide during the active turn, but these are generally automatic, rather than dynamic options. Where those who acted previously chose to delay their action (like setting an overwatch/guard option), or it could be a statistical evasion (like in Fallout 1 & 2), where the attack would have hit, but for the opponent's armor/dexterity; and it animates a dodge.
Yep that's standard in a lot of turn-based systems, but our system works differently to that. It's designed to be deterministic, and to reward tactical positioning and observation.
For example - a dodge in our system both animates the character and physically moves them, as positioning is crucial to our system. That dodge can be interrupted or intercepted though, much like other combat systems, but ours handles that a little differently.
Glop_dweller said:Generally in turn based (combat) games, the active turn moves (decides an action) with the complete foreknowledge of all that has transpired in the round before them; including what combatants are primed for overwatch or auto actions. Your system would seem to allow dynamic choices to occur during another's turn, but before their results (possibly nullifying their action)... Albeit the distinction is subtle; who is to say that the attack missed for a statistical failure, or a intra-turn defensive action. I guess it would come down to whether the player gets the option (at will?) to interrupt the action of the opposing turn; that's where it no longer seems like a turn to me. Does this happen equally for the player's attacks upon NPCs? (Do NPCs get the option to interrupt the player's turn with a defensive action?) If it's 100% equal for both, then it would seem fine—in a way, but it certainly blurs (complicates) the line between turns.
I think I see what you mean. TLDR - combat's deterministic, and thus can be 'equal', but there are still rules.
100% equal scenarios (stalemates) are rare, but they're designed into the system. In a 1v1 swordfight, for example, a stalemate is like when... Inigo Montoya and the 'Man in Black''s swords clash, or an Errol Flynn swashbuckling movie, and make that satisfying 'ching' sound. Stalemates and parries can cost stamina, so you have to be careful. The idea is you can parry, but not indefinitely.
- A turn has two phases - 'planning', and for simplicity's sake, 'go'.
- Turns are made of time. You choose how to spend that time.
- During the planning phase, the game is effectively paused, as in classic turn-based.
- This is when you plan your actions. So does the AI - and this is where the 'imperfect information' principle kicks in. This is where you can observe, figure out what the AI's next move is, and try to outwit/outmanoeuvre/outmuscle them. Feints are buggers, though, and enemies with advanced training are harder to predict, although their behaviour patterns can be learned.
- Attacks may be fast (say, a bayonet thrust), but light, although it does good damage. *Fast* in our system means it happens quickly - literally quickly, not just 'stat roll quickly'.
- Other attacks, say a 2-H claymore sweep, are slow, but heavy - however, they do exceptional damage, to compensate. They take longer to execute, and are generally easier to read from their telegraphing stance/anim.
- All actions - attacks, defensive moves, techniques, moving, dodging, reloading etc, work along these lines. They have speed, strength, and are triggered during the 'go' phase. A fast attack can interrupt a heavy attack that hasn't 'completed' yet, but it depends on the weapon and type of attack .
- During the 'go' phase, these actions play out over a period of time (or 'sub-turns', in a sense), and resolve according to the rules. This means you can do stuff like:
- 'Lead' a moving target if you can predict which direction they're headed.
- Interrupt a heavy attack, dodge enemy fire, parry a thrust, etc.
- Intercept an enemy who's trying to flank a member of your party.
- Line up friendly fire traps for the enemy (engage an enemy in melee, and if a sniper picks you up, duck/get out of the way, and enjoy the result as your melee opponent hits the floor). Also never gets old.
- But the enemy can do all that also, so you have to be careful. Etc.
- Shoot down a charging berserker with an uzi, so long as you can pick their line of approach. Never seems to get old.
Glop_dweller said:**This was the problem with FO3's V.A.T.S. attack BTW; (touted by some as the turn based option—though it of course wasn't). It was like an I-Win button for the player, one that afforded only the player to have multiple free attacks on opponents, and with a bumped up 90% damage resistance during the assault. The NPCs never got their own turns to return fire using the same feature; and (due to the realtime nature of the game) what attacks they performed during the players V.A.T.S. assault did only 1/10th the normal damage... for some one-sided magical reason. Does your system mean that the player gets to act, and also act again during the opponent's turn (if their character is attacked by them)? Can they do this for everyone that attacks them in the round?
Answered above, I hope. There's a lot of assumptions in there, it's kind of hard to unpack... Our basic implementation is pretty simple, in essence - it takes 1 second to move say, 1 metre. It takes 1 second to perform a quick sword slash. How you spend the time during a turn is up to you.
Glop_dweller said:***If turns are considered concurrent actions, and a combatant gets attacked by multiple opponents... How can they be defending against each at the same time?
Being outnumbered in OG's system can be brutal, but with clever manoeuvring, the 'simultaneous' turn mechanic really shines here - a single character has a manoeuvrability advantage against multiple opponents, who might slow each other down in their pursuit. You can also trick them into aforementioned friendly fire scenarios. Kiting can work, but if an enemy is predicting where you're headed, you can get into trouble.
Whew. Sorry for the over-explanation - it's late, and I'm tired. If that doesn't make sense, let me know.