requiem_for_a_starfury said:
Sounds even more complicated than Fallout's system, as Claw said what's the point in replacing one TB system (that we're all familiar with) with another TB system that's so complicated that you have to use other people's descriptions rather than describe yourself. Or have you even played this Gladius system?
Yes I've played Gladius, yes I own Gladius. I didn't use other people's words because it is so complicated, I used other people's words because at the time you both asked for more detail I was busy - and rather then make you wait I decided to search for a few reviews and link them. If you bothered to click the links you saw some screen shots which might help give you more of an idea about the combat. Now that I have a minute I can explain a little better. Fuck me for trying
Anyway, your point about 'why replace one turn based system for another' has some validity. My point is that since Gladius is a 3-D game, maybe it would be easier to implement this turn based system if Bethesda does Fallout in 3-D, therefore giving them more time to focus on other aspects of the game (like the campy 1950's sci-fi feel, the storyline, the length of the game, etc.). Perhaps I am way off base. But since this is a forum about 'Fallout 3 Suggestions and Ideas', I thought I'd bring it up.
Combat in Gladius is turn based. But characters can 'move' during another characters turn. How is this possible? Well, lets say you want to go from point A to point C, but you only have enough 'action points' (for lack of a better term) to make it to point B for your turn. If you elect to go to point B, then you will sit there until your next turn, which you can then elect to go from point B to point C - or change your mind and do something else. If you instead elect to go to point C straight from point A, therefore giving up the option of stopping at point B (and being able to change your mind and not go all the way to point C - since the battlefield changes depending on what everyone else does this turn) you are able to continue moving during other peoples turns - inching your way towards point C while they take their actions (the exact amount of distance travelled during each other person's turn is calculated by the computer). This plays out well in a combat scenario in my opinion.
Another cool feature of the combat system is different levels of terrain, and how they affect battle. There are basically three levels, the first one being the ground. You can only attack somebody one level above or below you (if you are in melee combat). You receive bonuses for attacking someone below you, and negative modifiers for attacking someone above - since it is advantageous to attack or defend from the high ground. I could see this working well in some of Fallout's environments - such as a battle in the wasteland. Playing a sniper character, you could perch on a 'hill' and pick off raiders as they move in on your group. Perhaps a hulk in your party could guard the base with a sledgehammer, smashing anyone bold enough to get too close.
The above reviews mention 'swing meters'. The basic type is one that is a long bar across the screen, with 85% of it 'normal hit', 10% of it miss, and 5% of it critical hit (for example). A line on the bar sweeps across the bar from left to right, and you need to time your hit (hopefully hitting the 5% critical portion - since the 10% miss directly follows). This does mean you hit better if you are more skilled at working the controls. The percentage of the critical hit portion could be scaled for you character depending on how adept he is at getting them (if he has a 20% chance of scoring one, that much of the bar could be 'red'). Maybe an option could be added to allow the computer to calculate it (with a random number generator) - allowing the player to totally remove himself from this aspect of the combat. Another type of of 'swing meter' is one where you have to press a certain number of buttons (say 4), each at the right time. If you hit them all, your character does a 4 hit combo. If you only hit 2, then only 2 go off. Again, an option could be there to let the computer calculate hits and misses. One 'meter' I didn't like was the 'A' & 'B' alternating as fast as you can (anyone here remember the old Track and Field games on the C64? Or in the arcade? You had to smash the buttons back and forth as fast as you could to get the guy to run faster. Now THAT was an exercise in futility. And so is this 'meter' in Gladius. I would do away with this one.
A cool 'defensive' feature that a character can obtain is called 'Riposte'. This feature gives the character a chance to hit an attacker back if they miss. This is like a double whammy for the attacker. Not only do they miss - but they get smacked in the face to boot!
A tactic you can use for your archers or spear throwers is 'cover area'. If anyone moves into that area during the turn, your guys will unload on them!
Needless to say, I enjoy the combat in Gladius - and that is a huge part of the game. It is a story driven 'Gladitorial RPG' (of course everyone loves to use RPG in the description nowadays if it isn't a pure action title). I recommend anyone with an XBOX pick it up and give it a whirl - I am sure it is in the bargain bin by now. My descriptions of the combat probably don't do it justice - it is one of those games you have to experience for yourself. I know I haven't played anything quite like it before. XCOM is the closest thing I can think of - where your guy would shoot if the aliens moved into his line of fire.