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One problem I always have with PB is, however, what to do when enemies cross paths -- do you just assume that they are like two ships passing in the night or do you throw an interrupt and let them decide what to do on the spot?
I imagine that the default behavior would be for them to start slashing at each other, but you could direct them to avoid combat and just keep on moving (going around the other guy, if necessary)
Yeah, that'd work nice. So a quick interrupt allowing the player to choose then carrying on with the phase resolution. Of course, doesn't that go against the basic idea that the orders can't be changed during resolution? If a choice like "do I enter combat or keep moving?" can be made then why not others? I guess it could be a choice of order up-front: "if I encounter somebody, enter combat" versus "if I encounter somebody, dodge them and keep moving" -- but then there'd be the tendency to want to tweak it even further -- "if I encounter somebody (weaker, not that ettin!!!), enter combat"...
PB is awesome, but sometimes it makes the head hurt.
You'd choose what to do before you started walking. Like a "walk while avoid combat" command. You wouldn't select it during resolution.
That's exactly what I'm talking about.No? It's about simulating combat which is what we're discussing here.
We are not discussing simulation of Real Life combat. We are discussing simulation of entertaining combat.
The problem is that Torment is neither Diablo (DUH... so pure RT against trash mobs type of combat is out of the question) nor AoD (brutal TB combat for the sake of brutal combat) / JA2 (complex tactical TB combat with a large team and potentially large number of opponents as the core gameplay). Torment is a thought-provoking adventure with deep C&C and combat that is not central to the gameplay, but just a facet of a greater whole. That means that something inbetween pure RT and pure TB is needed in order to fit the pace of the game.Nobody keeps you from deep tactics and plans in RTwP. However, RT(wP) does inhibit you from efficiently micromanaging everything. I guess that people that are TB exclusivists have an overwhelming need to micromanage everything. I don't know about you, but for me Torment is not the type of game one plays for the thrill of combat micromanagement.
I was going to answer your earlier post first but I can do it here instead. Excidium some of this also deals with our conversation.
What I mean is this.
I picture only two distinct ways in which combat can be arranged in games:
(1) Pitched battles with large number of mobs
(2) Infrequent combat with small number of opponents.
Both are valid ways of having combat according to who you are designing combat for. Diablo for instance does combat the first way, AoD does it the second.
My central claim is: If there is an optimal way to do something then that is what should be employed to do that particular something.
As I see it TB combat is optimal when the game has deep tactics, lots of party members and options and less but really hard encounter based combat. RT is better when there are fewer party members, less options and more encounters.
I see PB as a mid-way solution and to my taste that is not optimal for a particular situation in computer games where combat is involved. This is because a hybrid of type (1) and (2) is not really viable option in most games, unless you invite the problem of trash mobs. Now I admit I have not given this enough thought, and there very well may be encounter types where PB is ideal. If you can suggest them to me I would be glad to hear you out.
Otherwise, I would say that there is no real need to go for PB when pure solutions are available and working.
Then a RTwP game needs to have more strategic/macro-management options during combat (e.g. formations, stances, etc). Or perhaps even a rock-paper-scissors style of class competition. Look towards the Total War games as an example, or maybe King Arthur is a better fit.Nobody keeps you from deep tactics and plans in RTwP. However, RT(wP) does inhibit you from efficiently micromanaging everything. I guess that people that are TB exclusivists have an overwhelming need to micromanage everything. I don't know about you, but for me Torment is not the type of game one plays for the thrill of combat micromanagement.Imagine If you can only walk one step per phase. In the extreme case. It would be like if you played RTwP with pause every 1
Thanks for explaining and you too Alex.
Yes. A PB system is indeed like RTwP if the number of action point in the preparatory phase are very low. But as I see it, that translates into abolition of the benefits of the TB, which is essentially deep tactics and plans.
True, I'm using phase based to mean phase based and simultaneous turn based. You could use phased based with traditional one after another turn based, but then it loses a lot of what makes it interesting.Also some people seem to think that phase-based = simultaneous resolution but that's not necessarily the case.
Then a RTwP game needs to have more strategic/macro-management options during combat (e.g. formations, stances, etc). Or perhaps even a rock-paper-scissors style of class competition. Look towards the Total War games as an example, or maybe King Arthur is a better fit.Nobody keeps you from deep tactics and plans in RTwP. However, RT(wP) does inhibit you from efficiently micromanaging everything. I guess that people that are TB exclusivists have an overwhelming need to micromanage everything. I don't know about you, but for me Torment is not the type of game one plays for the thrill of combat micromanagement.Imagine If you can only walk one step per phase. In the extreme case. It would be like if you played RTwP with pause every 1
Thanks for explaining and you too Alex.
Yes. A PB system is indeed like RTwP if the number of action point in the preparatory phase are very low. But as I see it, that translates into abolition of the benefits of the TB, which is essentially deep tactics and plans.
Right now most RTwP games do not bring any macromanagement mechanics/options/benefits over TB games. Instead, the most fun you have is when you are micromanaging in a RTwP game, a la mage battles in the IE games. A Fighter, on the other hand, right-clicks and... that's neither micromanagement or macromanagement.. It's just lack of gameplay. As RTwP are not the optimal choice for micro- gameplay, then it has to bring more macro- gameplay features. Otherwise there just results in inferior micromanagement, which is what we see in almost all RTwP games today.
Yes, that's one complication with PB... In that it's difficult to cover all the angles in your order. Complexity increases and then it can get hard or even tedious for the player to fine tune each order. But I've only tried Frozen Synapse (where failures occur often due to forgetting something in my order) so I'm not sure how simpler PB games play.One problem I always have with PB is, however, what to do when enemies cross paths -- do you just assume that they are like two ships passing in the night or do you throw an interrupt and let them decide what to do on the spot?
I imagine that the default behavior would be for them to start slashing at each other, but you could direct them to avoid combat and just keep on moving (going around the other guy, if necessary)
Yeah, that'd work nice. So a quick interrupt allowing the player to choose then carrying on with the phase resolution. Of course, doesn't that go against the basic idea that the orders can't be changed during resolution? If a choice like "do I enter combat or keep moving?" can be made then why not others? I guess it could be a choice of order up-front: "if I encounter somebody, enter combat" versus "if I encounter somebody, dodge them and keep moving" -- but then there'd be the tendency to want to tweak it even further -- "if I encounter somebody (weaker, not that ettin!!!), enter combat"...
PB is awesome, but sometimes it makes the head hurt.
Tormented AllianceTorment Tactics.
Oh please.Tormented AllianceTorment Tactics.
Right now most RTwP games do not bring any macromanagement mechanics/options/benefits over TB games. Instead, the most fun you have is when you are micromanaging in a RTwP game, a la mage battles in the IE games. A Fighter, on the other hand, right-clicks and... that's neither micromanagement or macromanagement.. It's just lack of gameplay. As RTwP are not the optimal choice for micro- gameplay, then it has to bring more macro- gameplay features. Otherwise there just results in inferior micromanagement, which is what we see in almost all RTwP games today.
The Soulless one : Back in action
KoTOR isn't phased based because you can change your actions at any time. For it be phased based you have to issue orders, wait for them to complete, and then issue more orders. No, the fact that KoTOR has animations you have to wait for doesn't count.
Uh... The "real-time" component of RTwP already takes care of this.This is easily fixed by simply making sure movement in general is an important resource relative to your other resources (attacks, spells, etc). Sure i don't think anyone pulled it off perfectly but i think it's doable - you just need to try to effectively convert the value of action points into a relatively equal/similar value of action (attack, move, cast spell) speed, since time is a non-issue in TB.
You can call it "lack of gameplay" but you consider that combat is a make-or-break component. I don't consider combat as a make-or-break component in Torment. Quite the contrary, I consider that too much combat/too slow combat/too difficult combat will actually detract from me enjoying the game... unless combat is completely avoidable like in AoD (or Fallout). In PS:T it wasn't completely avoidable, but it was so piss-easy that it wasn't an inconvenience.Right now most RTwP games do not bring any macromanagement mechanics/options/benefits over TB games. Instead, the most fun you have is when you are micromanaging in a RTwP game, a la mage battles in the IE games. A Fighter, on the other hand, right-clicks and... that's neither micromanagement or macromanagement.. It's just lack of gameplay. As RTwP are not the optimal choice for micro- gameplay, then it has to bring more macro- gameplay features. Otherwise there just results in inferior micromanagement, which is what we see in almost all RTwP games today.
Then design the encounters to not be annoying. Limit them. Or make them avoidable. Or if they're going to be piss-easy anyways, just scrap combat altogether and have the battle take place in dialogue.You can call it "lack of gameplay" but you consider that combat is a make-or-break component. I don't consider combat as a make-or-break component in Torment. Quite the contrary, I consider that too much combat/too slow combat/too difficult combat will actually detract from me enjoying the game... unless combat is completely avoidable like in AoD (or Fallout). In PS:T it wasn't completely avoidable, but it was so piss-easy that it wasn't an inconvenience.Right now most RTwP games do not bring any macromanagement mechanics/options/benefits over TB games. Instead, the most fun you have is when you are micromanaging in a RTwP game, a la mage battles in the IE games. A Fighter, on the other hand, right-clicks and... that's neither micromanagement or macromanagement.. It's just lack of gameplay. As RTwP are not the optimal choice for micro- gameplay, then it has to bring more macro- gameplay features. Otherwise there just results in inferior micromanagement, which is what we see in almost all RTwP games today.
Oh please.Tormented AllianceTorment Tactics.
JA2 is TB. You can make that clear and absolve JA2 of the blame by saying. TNO:BIA.
EDIT: Scratch that.
The Soulless one : Back in action