Otaku_Hanzo
Erudite
Rosh said:There is no purpose to making RT combat and then putting it into TB. That is the statement of the completely uneducated. The AI routines, calls, etc. are so differently placed in RT and TB, it isn't even funny. TB takes best advantage of being able to AI crunch in steps, utilizing resources to do a good pathfinding algorithm to move the NPCs, a combat algorithm for their behavior, and more, all done in stages because TB can afford to do that. RT has to crunch all the shit constantly, therefore cannot take advantage of anywhere near the capabilities of a TB system because it has to do everything at the same time, for every involved actor, plus have to compete for framerate and other back-end concerns.
Good point, Rosh. Definitely explains it better than I could.
One of the things ToEE implemented better than any TB game to date was initiative. It adds alot more realism to TB combat and I have a few friends who are big fans of RT that played ToEE simply because of the initiative system. See, if you have two guys getting ready to draw down on each other, who's gonna win? The faster of the two? Not necessarily. Sure, he may get his gun out faster and therefore gets the chance to shoot first, but if he misses.... well now it's slowpoke's turn, buddy. Now, let's say slowpoke is the main character of our story and this is a classic turn based game like most console RPGs are. Well, since he's the hero, he's gonna get to go first which is totally unfair to the fast guy. Therefore initiative is important in maintaining realism as you can see.
How do you implement something like initiative realistically in an RT game?
And, yes Rosh, X:Com - Apoc sucked hardcore nuts. They should have made it TB only and it might have been a better game for it.