Gladius? Fallout 3 Combat? Consideration? Crucify Me!!

Quaid

Give dese people air!!
I know Isometric View and Turn Based Combat are essential to the Spirit of Fallout...

So if Bethesda goes the route of 3-D...

And doesn't produce combat exactly like Fallout 1 or 2 did...

Could a Gladius-type combat system work?

*tears off his armor and stands in the middle of a flaming battlefield screaming 'I love the smell of napalm in the morning!'*
 
Re: Gladius? Fallout 3 Combat? Consideration? Crucify Me!

Quaid said:
Could a Gladius-type combat system work?
I'd say no but that's an automatic reaction to anything other than TB, I don't actually know what a Galdius-type system is. I've never heard of it, enlighten me please.
 
Snip from the GameSpot Gladius Review
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"The game's turn-based combat works very well and has a couple of interesting twists. It's complex but is explained effectively and quite thoroughly in the context of the beginning of the game. Characters move in order of their initiative scores, meaning smaller, lighter characters will get to move prior to and sometimes more often than larger, heftier ones. Some arenas have impassible terrain, high ground (from which the attacker has an advantage), and/or dangerous obstacles, but most arenas afford you with plenty of room to move your gladiators about. Some gladiators have ranged attacks, but most don't. If they don't have a ranged attack, they need to move adjacent to their enemies to initiate an attack. In some cases, characters can move and attack in the same turn. Certain other, generally more powerful, abilities require a full turn. Special abilities require from one to five points to use. You start a match with a full five points, and you can never have more than five points. You recover one point each turn. This is a good, simple system that prevents you from overusing your most powerful abilities. Also, Gladius features a partial-turn system whereby characters may move farther than normal before their next turn for when you're trying to cover a lot of ground fast. This prevents any of the battles from becoming tedious cat-and-mouse games, especially since most arenas are relatively compact. These and other clever design decisions make Gladius' combat genuinely interesting."
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And a snip from Another Review
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"Gameplay:
Gladius is essentially a turn based stategy RPG. Upon starting the game the player is introduced to the leading characters. I opted to play as Ursula and Ulan. Free from the watchful gaze of their protective father. Its up to the duo to run their gladiator school and become great fighters so that they can protect themselves from the ever present evil that lurks within the lands.

Playing Gladius is fairly simple whereby you enter a series of events at various locations on a realtime World Map. Each location has an arena and a shop where a number of options exist. At the arena one could choose to fight in the many league events(completing these raises your reputation and allows you to take part in other events). Or you could recruit more fighters to join your school. There are a number of fighters to choose from, each having their own strengths and weaknesses and coming at different costs.The game boasts over 100 characters from 16 different classes. They range from male/female charater types such as Bandits, Barbarians, Berserkers, wolves, bears,satyrs and much more as you progress through the game. Finally there is a shop where you can outfit all of your characters with the weapons/armour/accessories that they require. The shop is also a good place to hear some local gossip and history.Customising your characters is also quite impressive whereby you can choose their looks, weapons, armour and what special skills or affinities with the gods they have.

The events themselves take place in arenas which are not always flat pieces of land and vary from all out battles with multiple teams to king of the hill and domination type matches.Once the player has chosen which combatants(usually more than two) are going to enter the battle, the player must choose their starting locations. Then the battle begins. Movement is handled by placing a cursor over a segment of land then ordering the character to move there. Attacking is handled in the same manner except the character needs to be in range with an opponent. Once in range the player will either need to press the A button at the correct time to ensure a critical hit. This is represented by a bar (as seen in many golf games) which requires quick reflexes, there is little room for error here. Other moves require the player to input button presses as quickly as possible or perhaps tap A and B buttons alternatively.The terrain and position of the enemy is also very important regarding the power of an attack i.e higher ground and from behind being the most powerful. Scoring a critical or powerful hit either through a special attack or ability will encourage the audience to favour your team. This will often give your team a slight edge however if your team is attacked then this favour is lost. Victory for standard matches is usually when all teams have been wiped out except your own. The other gametypes require a different set of victory conditions to be met, such as dishing out the most damage in a time limit or holding an area for the longest time. "
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In this last one it speaks a bit about the 'interactive nature' of combat, which helps keep the player engaged, but which could also be argued has a hint of 'fast twitch' to it.
 
I don't see Beth ditching turnbased combat in favor of ...turnbased combat.

The sketchy description of the controls makes them sound a little annoying, actually. I don't know that I want a challenge to my reflexes or similar in a turnbased game. The regaining of action points may or may not be interesting to play.

I wouldn't choose this system over Fallout's though, if it's going to be turnbased they can keep it Fallout.
Besides, Beth could do it 3D and retain Fallout's combat.
 
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?

Quaid said:
Once in range the player will either need to press the A button at the correct time to ensure a critical hit. This is represented by a bar (as seen in many golf games) which requires quick reflexes, there is little room for error here. Other moves require the player to input button presses as quickly as possible or perhaps tap A and B buttons alternatively.
WTF? One of the reasons I like TB games is that they test my mind not my thumbs, if I want an adrenaline rush and to test my reflexes I'll go load up a generic FPS. Combat is not the most important part of an RPG, Fallout's TB system allows for different people to get different things from the game.
 
That system sounds like Mario RPG in that everything you do is timed.... I don't like turnbased games that test reflexes.
 
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 :roll:

:P

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.
 
I agree, turn based combat is about strategic consideration of your options, and about seperation of player skill (personal reflexes) from character skill (evenly progressed proficiency levels). I've played real-time combat orientated games that sound like they use less player reflexes than this system suggested.

Basically turn based combat is supposed to be relatively simple while still retaining the slow paced strategy many hard core RPG fans appreciate. Anyway I'm not convinced this system will be any good, sorry but it doesn't seem to fit.
 
I happen to think Gladius is a good game with a cool battle system. But for a Fallout game? No, no, no, nonono. I don't know what Bethesda is doing with Fallout 3, but if it's anywhere close to the Fallout Experience (which they are at least trying to capture), then Gladius' system will not suit it at all.
And I don't think incorporating the Gladius combat system will be 'easier' in the slightest. Much better to adapt the classic Fallout battle system than change the entire game's workings around to match a new one.
Fallout's battle maps should not have large, chunky square tiles that makes characters stand at exact positions in relation to one another. Fallout should not have continuous movement while others take their turns. Fallout could feasibly work with a system that had actions cost a certain amount of "skill points" to perform, with said skill points regenerating every turn, but the current universal action-point system is much better.
And as someone else said, Fallout's tactical system could definitely not use timed and reaction-based button-hitting to determine things. As much as I liked Gladius' system, the battles felt like a collection of button-pressing mini-games to me, and that just doesn't suit Fallout.
Yeah, I'd much prefer that Fallout's damage calculation and chance to hit remain completely stat-based. We don't want to replace Luck, either. :)
Besides, if Bethesda keep the totally awesome, trademark Fallout criticals, being able to get them all the time just by hitting a button correctly would completely unbalance things. Maybe with the "sniper" perk or something.
 
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