Tim Cain didn't have shit to do with this. It's all Josh Sawyer.
Although interestingly, this system is very different from the one in the PnP prototype except for the same AP mechanic.
There's a key thing that all these games have in common in that the turn-based and real-time modes were both implemented simultaneously and on the usual time-compressed RPG development schedule. This is not like that.Yes, Arcanum was the only game with both combat modes that turned out bad. Fallout: Tactics and X-Com Apocalypse are beloved classics.
Tim Cain didn't have shit to do with this. It's all Josh Sawyer.
Although interestingly, this system is very different from the one in the PnP prototype except for the same AP mechanic.
Didn't Sawyer take a break from Pillows back in summer? How do you know its all Sawya?
sorry but sawyer didn't invent the AP action systemTim Cain didn't have shit to do with this. It's all Josh Sawyer.
Although interestingly, this system is very different from the one in the PnP prototype except for the same AP mechanic.
Didn't Sawyer take a break from Pillows back in summer? How do you know its all Sawya?
He's developing the PnP game. And even though this is different from the prototype, some things like the AP mechanic are taken from it.
Interesting. Will the underlying RPG system for Sawyer's PnP game be "designed" in Excel as well?He's developing the PnP game.Didn't Sawyer take a break from Pillows back in summer?
Of course it is, Roguey. This is one of the main complaints about turn-based combat since forever. The larger the number of combatants, the longer it drags on."It's too slow" doesn't ever appear to be a consideration with regard to any turn-based RPG.
No one ever addresses it, ergo it's never a consideration.This is one of the main complaints about turn-based combat since forever. The larger the number of combatants, the longer it drags on.
Behead those who insult apocalypse.There's a key thing that all these games have in common in that the turn-based and real-time modes were both implemented simultaneously and on the usual time-compressed RPG development schedule. This is not like that.Yes, Arcanum was the only game with both combat modes that turned out bad. Fallout: Tactics and X-Com Apocalypse are beloved classics.
The removal of the illusion of strategic gameplay also resulted in the removal of trash fights whose presence is there to whittle down your resources, so I don't know what some of these people here are on about. Perhaps individual combat encounters may have more combatants involved than you'd prefer, but there's nothing to say they wouldn't have designed battles like that anyway ("It's too slow" doesn't ever appear to be a consideration with regard to any turn-based RPG).
you people are really dumb
Temple of Elemental Evil's concurrent turns option.No one ever addresses it, ergo it's never a consideration.This is one of the main complaints about turn-based combat since forever. The larger the number of combatants, the longer it drags on.
you people are really dumb
because no one asked, why?
There are folks who will say that's still not good enough because of the combat animations, and there's still quite a few long battles in there on account of the numbers. It took me over an hour to kill the balor.Temple of Elemental Evil's concurrent turns option.