Darkzone
Arcane
- Joined
- Sep 4, 2013
- Messages
- 2,323
I wouldn't call BG1 and etc. "solid D&D", an i omit therfore the thing and just point out that it can be easy solved. RT animation is wrong word, because you can use an 3d animation for RT, like for TB. And you can make out of RT game easy an TB game, counterwise is a bit more difficult.I've said that myself. But you forgot the context of this discussion. It was about the idea that the translation of D&D in real-time was "solid D&D". Of course, if you go RT, you go for RT animations, to use RT's strengths. But the Infinity engine games didn't, they purposefully tried to emulate the PnP 6 second combat round by making all actions take a single fixed amount of time without regards for animation. It was not the result of engine limitations.Yes initiative has been badly translated, from TB to RTwP. But i can name you the solution: different timing for parts of animation. Example: A halbard with an intiative of 10 requires a slower attack animation than a broadswod with an intiative of 5. This problem is a result of the limitations that were in place nearly up to the 2010s. Currently i can very easy solve this problem in Unreal Engine 4.
Infinity engines seem to have keept the animation as one animated gif, they had no ability at this point to keep the animations in other form and therefore they had only few different animations for attack and etc.
With 3d (2d goes but can get a bit tricky) and modern engines this chages where an animation is saved just as an angular changes over time. So yes what i think i can pull of with Unreal Engine 4 i cannot pull of with an early infinty engine.
The fixed amount of time for the actions is a problem for initiative, but that is the problem of the how developed and not of the principle.
If you want to know how i would solve this in Unreal Engine 4, i can write it here down.
Queuing is only to make it more fluid and it could result in less necessary interrupts. Scripts solve the problem of adaptation of AI to different combat behavior of players. So yes you can call it a compensation for a shitty AI that cannot adapt towards the behavior of the player. With a script the player can modulate towards a desired behavior.Yes and No. There is the problem to command a party in RT. In RTwP you can naturally have a stack of actions for each member and store the actions there. So in other words more a problem of 'how' design, then of the principle.RTwP is a clusterfuckSo your solution, in addition to pause as a game mechanic and AI, is action queueing and scripts?You know there is something we call scripts.
But that is exactly my point. The combat with its complexity is so unmanageable that you need all four to make it playable. Queueing to compensate for pause being inefficient and annoying since you'd have to pause every milisecond to command properly; Scripts to compensate for shitty AI. Remember pause and AI were already a patch for RT's problems with such a complex combat design with many activable abilities over multiple characters; so what you envision is a patch to the patch, and it has to be done just right (in your words it's a "problem of 'how' design), or it'll fail. All this is a consequence of trying to force a TB-designed system in RT. If you want simultaneous resolution, it would be better as phase based, which is more appropriate for such fights with many commands to give from an ever bigger pool of options. Much better than automatisation.
Phase based can as a subset of TB is a nice alternative towards RTwP. And i have many good thoughts about it, and how i would try to pull it off (Planning phase and simultan execution phase for player and enemies.)
In WL2 i have also use one or two at best different attack actions, like in PoE. Only in D:OS i had to relay upon larger amount of tactics, mostly Teleport, Rain, Lightning, Fireball, Phyoenix attack and something to get away. But there comes queueing quite handy, to solve this problem of the handle of larger amount of different actions.I will grant that. But at a cost of making the gameplay about micromanaging (fast clicking or fast pausing). See Starcraft; but Starcraft does not have nearly as much activable abilities / tactical options to manage, which is why it works. It's about squeezing the maximum tactics with what little options/abilities you have.NO. You can have tactical postioning.Plus, because RTwP is a clusterfuck, and you can't have tactical positioning, you get shit like no friendly fire for attacks/AoEs. This is why they went with it for Tyranny for example. RTwP brings by its own nature a dumbing down of turn based mechanics, and therefore a dumbing down of available tactics, instead of creating ones adapted to RT.
I don't like that much PoE, but i had to use good positioning in the attack on the fortress. (Perhaps my build was bad, but i didn't care that much, because i played what i wanted: DD thief.)