Awor Szurkrarz
Arcane
- Joined
- Dec 11, 2009
- Messages
- 21,899
Are you arguing with yourself O_o ?I prefer the Fallout system. It told you your hit percentage and expected damage range. No need to calculate anything.
In Rtwp it will be more difficult to do this. But perhaps they can have damage numerals pop up beside you enemy when a hit is performed or when your cursor is over them. That way if your quick enough at addition in your head you have a good idea of how much damage your doing per second. And intime can estimate the hp level of your opponents. This would give you an edge in combat, but would be an optional feature you could switch off if you like.
Being able to estimate your opponents hp level also means they can introduce a damage/performance system. In that the more damage your opponent suffers the less effective they become in combat. Which is alot more realistic and adds another layer of tactics into combat. (Always thought it was kind of wird my almost dead barbarian dwarf was still wailing away with his dual axes like on speed)
A hotkey activated pop-up percentage and expected damage rating for all enemies would also be helpful. And make Rtwp combat just a little more tactical and skill based, less hack and slash till your opponent dies.
Rtwp is more intense in the sense that it's more visceral. Combat is encouraged to occur at a vastly faster pace than turn based and as such combat decisions and effects can be felt more strongly. Turn based combat is more cerebral, rtwp is more instinctual. According to the myer briggs personality test. Turn based are for the Thinking types. While real time and Rtwp are the Sensing types. Turn based = Logic, Rtwp = sensuality. Chess vs sex.
That some Thinking personality types trying to play Rtwp games like they are turn based games, demonstrates it's increased flexibility and thus superiority. But if you want to cater for every personality type every crpg should include all three types of combat. Clicky diablo type + rtwp + turn based. But budget and time constraints mean most developers must focus on one combat system.
Also don't see how performing mathematics in crpg games is at all relevant to the rpg experience. It's easy to argue that performing mathematics detracts from immersion in the rpg. Since the only time I do math, is with money or when I was in primary school.
Except that Fallout's/X-Com combat was much more visceral than in BG. Also, number crunching vs. intuition is a more abstractfag vs. realism thing.
Thinking mans RTwP cRPG would obviously include reading about historical combat and about world background to understand the principles of combat. And then applying tactics. Probably it would also include some sort of logistics and hiring hirelings and stuff.
Since you can pause at any moment, RTwP allows too much logic. Much less than one would be able to apply in RL situation.