Claw
Erudite
I'm probably throwing myself to the wolves here, but what gives.
We've had this kind of debate a couple of times already, and as far as I recall all attempts at making RT combat appeal to the "TB crowd" have failed. I've been thinking, however, that maybe it might be possible to decieve the RT advocates into thinking they are playing RT combat when they really aren't. I mean, BG already managed to decieve many into thinking they are playing TB.
The idea is basically a form of phase-based combat without distinct command phase where the following phase starts immediately, so the game visually plays in realtime unless paused. However, the underlying system would use something like action points to determine what actions a character can perform within a phase, movement speed and animations need to be adjusted so their duration correlates with the action points spent, which should work fairly well if the action points associated with an action are sensible; adjustments for feats like Fallout's Fast Shot shouldn't cause issues, in some extreme cases different animations might be used.
If all else fails, especially in the case of movement, there'll be delays. This may be somewhat unfortunate, but then even in a movie shootout there are pauses where the characters chat or look around. Maybe "combat idle" animations could make this look better.
This would need to be coupled with an auto-pause system. First of all, the game should pause after a phase if the player character doesn't have any orders - there should be a "wait" order to avoid this being a nuisance. Additionally, the game should pause whenever the player opens a menu of any form, such as a context or aimed shot menu, and naturally unpause immediately afterwards, so the game just pauses for the player to make a selection. I don't know any game that does this, and it really seems like the obvious solution to the problem of interface latency or whatever it's called.
For convenience, you may also want some other functions, such as distinct "single action" and "repeat action" options, or "remember targeted body part" so you can shoot people in the eye with one click. Options to "stop all actions" and "pause after phase" may also be helpful.
I believe this system could also be implemented more easily in combination with a proper TB system.
Now you can tell me why this is bullshit.
We've had this kind of debate a couple of times already, and as far as I recall all attempts at making RT combat appeal to the "TB crowd" have failed. I've been thinking, however, that maybe it might be possible to decieve the RT advocates into thinking they are playing RT combat when they really aren't. I mean, BG already managed to decieve many into thinking they are playing TB.
The idea is basically a form of phase-based combat without distinct command phase where the following phase starts immediately, so the game visually plays in realtime unless paused. However, the underlying system would use something like action points to determine what actions a character can perform within a phase, movement speed and animations need to be adjusted so their duration correlates with the action points spent, which should work fairly well if the action points associated with an action are sensible; adjustments for feats like Fallout's Fast Shot shouldn't cause issues, in some extreme cases different animations might be used.
If all else fails, especially in the case of movement, there'll be delays. This may be somewhat unfortunate, but then even in a movie shootout there are pauses where the characters chat or look around. Maybe "combat idle" animations could make this look better.
This would need to be coupled with an auto-pause system. First of all, the game should pause after a phase if the player character doesn't have any orders - there should be a "wait" order to avoid this being a nuisance. Additionally, the game should pause whenever the player opens a menu of any form, such as a context or aimed shot menu, and naturally unpause immediately afterwards, so the game just pauses for the player to make a selection. I don't know any game that does this, and it really seems like the obvious solution to the problem of interface latency or whatever it's called.
For convenience, you may also want some other functions, such as distinct "single action" and "repeat action" options, or "remember targeted body part" so you can shoot people in the eye with one click. Options to "stop all actions" and "pause after phase" may also be helpful.
I believe this system could also be implemented more easily in combination with a proper TB system.
Now you can tell me why this is bullshit.