Re: Tactical combat style
by
paultakeda » April 1st, 2012, 11:35 pm
I just stumbled on
this article. The
embedded video is a battle in Pool of Radiance (also one of my all time favorites) that depicts what I imagine a Wasteland 2 would have been had it released during that period. The sheer number of opponents and the tactics in just position placement makes this a pitched battle without having to micromanage stances. There is no AP, per se. You can move then attack but once you attack the character's turn is ended. This makes just movement crucial for combat tactics.
I think it would be a good thing for us to have a look at this fairly advanced example of golden age RPG combat and consider how we could elaborate and enhance it (besides graphics and sound) without losing the essence of golden age RPG combat.
Re: Tactical combat style
by
Gizmo » April 1st, 2012, 11:53 pm
PoR is a great game; it shipped the same year as Wasteland. Wasteland is closer to Bard's Tale than PoR. I'd have to think that Wasteland 2 (back then), would have been closer to Wasteland 1. They weren't forced to use the combat system they did, it was a choice.
One thing that I really liked about PoR, was that fighters had the 'Cleave' ability if their opponents were low enough level, and died from the attack. You didn't get that in the other D&D gold-box games, because none of the opponents were that low a level anymore.
Re: Tactical combat style
by
paultakeda » April 2nd, 2012, 12:06 am
Okay, sure. But given that folks want something with more tactics (beyond detach party in WL) then PoR is a good example of individual characters per tile. Fallout's combat system is more similar to PoR than WL but I like how PoR allows you to do quite a number of things that don't cost movement but an attack ends the turn for the character. I also liked how turning your back on an enemy allows for that enemy to attack as you retreat and moving up to an enemy might allow them to attack during your turn. These are all attribute/skill checks and introduce a layer of complexity to movement that those who want more tactical combat can enjoy yet does not cause a micromanagement situation.
Re: Tactical combat style
by
Gizmo » April 2nd, 2012, 12:51 am
I generally have a serious peeve about that logic; I see it a lot, applied to various ideas and game suggestion. [Speaking generally] IMO when someone "wants more" or something else, or additional, they should play a different title that offers what they want ~not expect or suggest that an established title (or series) incorporate their idea ~because some folks want it. This is tantamount to requesting strawberries on an anchovy pizza because lots of folks like strawberries. Wasteland is a different animal than Pool of Radiance or Fallout, or Baldur's Gate. One plays the Wasteland series for the wasteland gameplay, setting, and general experience; they play Fallout or Pool of Radiance for a different setting and a more tactical experience.
** I know that I would like Wasteland 2 if it's combat were a lot like Fallout's; I like Fallout a lot... but it still annoys me to an extent that Brian Fargo plans a combat system that is more akin to Fallout than Wasteland.
Re: Tactical combat style
by
paultakeda » April 2nd, 2012, 12:58 am
Just want to point out that I was one of those who never advocated increased tactics and in many ways was more in the camp of Wasteland is Wasteland, but as we already know that we're going to visually see combat then the Fallout isometric view introduces increased emphasis on tactical movement. So I'm going with the flow on that but wanted to showcase PoR's use of movement as tactics, where a lot can happen just moving from one tile to another and not once do you go into a screen to go prone, crouch or run.