SCO
Arcane
- Joined
- Feb 3, 2009
- Messages
- 16,320
The phase based / realtime reacting fire combat is great as usual, allowing creating a multi-stage plan that makes it really rewarding to look at the tactical map (my one annoyance is that you can't see or even 'buy' parts of the map before hand, like those bridges/stairs may or not be set etc). The time attack mode is only really made satisfying because of this, since the maps ranks appear to be perfectly playtested, meeting rank S is not something where you can turn off your brain (in some missions at least, the strategy of taking all the camps ASAP usually works well).
Unlike turn-based combat, where these plans usually go down by the wayside mid-way, because the AI can do what the AI will do in their turn, so forget about meticulous coordination and time attack modes.
The special abilities that some characters can gain are a great mechanic (although Imca one is overpowered, but that is compensated by the brain engagement of finding the right angle and hard missions).
And you can never disregard interception fire completely, and this is one of the main things keeping your brain engaged and adrenaline flowing. It IS rather like a real-time game on the actually moving parts and all the better for it.
Clone this shit on a full fledged crpg game, right fucking now. I don't care if you have to abstract away enemy npcs so they have incoming reinforcements. DO IT DEVS.
Unlike turn-based combat, where these plans usually go down by the wayside mid-way, because the AI can do what the AI will do in their turn, so forget about meticulous coordination and time attack modes.
The special abilities that some characters can gain are a great mechanic (although Imca one is overpowered, but that is compensated by the brain engagement of finding the right angle and hard missions).
And you can never disregard interception fire completely, and this is one of the main things keeping your brain engaged and adrenaline flowing. It IS rather like a real-time game on the actually moving parts and all the better for it.
Clone this shit on a full fledged crpg game, right fucking now. I don't care if you have to abstract away enemy npcs so they have incoming reinforcements. DO IT DEVS.