Zajcew said:
I know how TB system works, I played shitloads of TB games. But all that can also be represented in real time too.
No, it's not represented the same. It would be like comparing Project: Overkill to Jagged Alliance 2.
Funny, combat in Baldur's Gate seems to go on forever due to six seconds being the combat round.
I take three seconds to decide where to shoot and my character shoots. The animation doesn't take much more time.
The enemy moves and attacks, and if I don't want to wait, I can use the speed adjustment to make them go faster. Hey, sometimes each one takes about 1/2 a second to move and act! Five enemies, taking less than five seconds total (about the max I've ever had a combat round take was about 10 seconds, even in New Reno, this also assumes that you knew which magical key to get into the options screen.), and maybe 2-3 rounds to kill each, if that. One-hit kills are quite common after a while. Just like in many other TB games, such as JA2 and X-COM. You just need to know how to do something other than equip a sword or bow or mash a quick key for a spell. Then there's also the fact that the whole town doesn't have to be involved, and that could be fixed, or have uninvolved characters move out of the way at the same time. Simple solutions are for simple minds.
It usually takes about twenty tries to kill anything in Baldur's Gate in the six-second rounds, unless you're magic-heavy and rest between each battle. This also includes time to pause and issue commands, about three seconds as well. Let's also not forget that most of the time when you pause and reissue commands, it often needs to wait until the next combat round before anything will happen.
Can you guess which of these per combat is under two minutes, and which one takes over two minutes? I say "guess", because you obviously haven't debunked the RT w/ Pause myth yet. The reason why RT w/ Pause takes longer is to prevent your character from being chewed alive, because TB is inherently more tactical and RT is more twitch yet they don't offer much to support twitch play (so it's all pause and watch), and then there's the consideration of how the AI can function. AI tends to be SHIT in RT games because of one important fact, can you guess why? Control in Baldur's Gate and many other games with similar combat systems also have the same issues unless the combat system is a la Warcraft. At that point, it really isn't an RPG anymore.
BG/IWD is more tactical? Where did you pull this bit of flamebait from? You just set up their positions and run the same damn combat scenario over and over, all in the same contrived automation as before. It plays like a boring Punch and Judy act because it is often uninvolving.
Maybe you need to learn how to do targeted shots in Fallout, because that is of importance unless you're taking Fast Shot. Maybe you need to watch the throwing knife scene in Starship Troopers, oddly enough that movie would have some importance in this discussion. But then I realise that I'm talking to a kid that likely has never seen anything remotely akin to real combat outside of recess.
In other words, instead of just exchanging shots, don't be such a complete fuckwit - learn how to wound the other person so they can't as easily hit you. I know that never occured to you since you seem to be fellating the BioWare company line, but damn...have some respect for others of the same phyla.
Come up with a better excuse for having forgotten your Ritalin. Because Saint is very good at the topic, I'll let him take care of the rest. I also have to chuckle because this same argument has been debunked many times over and it has been pointed out that in order to avoid having to fight many weak enemies in TB gameplay, there's something called MAP DESIGN to take into account. Which, might I add, BIS fucked up pretty well in Fo2 due to the areas under Broken Hills and others. So then it was ironic that they later tried to say that is why RT option should be used, to avoid that. Funny, I thought the point would be
to make a map that doesn't require you to fight a lot of small inconsequential enemies mid to late game. Frankly, I'd also like a game where I have involvement, rather than have my eyes glaze over as I watch the same fucking combat animation run over and over and over and over and then magically see damage come from somewhere. Whereas in Fallout, I get to see the fuckers flinch when the bullet hits their skull, or slide back a few feet as they receive a kiss ftom a sledge. That can't really be done in RT as it would lead to a very simplistic and cheap gameplay (especially if it happened to the player character), and thusly it wasn't in FOT.
Versus...watching people do the same moves over and over until they fall down dead. Hmmm...which is better for presentation? It's obvious to anyone who has any sense of presentation.
Remember, you made your bed in this topic, enjoy!
One last thing.
TB is good for PnP RPGs, cause it's obvious players can't calculate everything simultaniesly. But comp can calculate all to hit, dmg, dodge etc rolls, so why not take advantage of it?
Because many people here are aware what CRPG stands for, and not in the meaning of "D'hurr, it has STATS! It are RPG!!!!" It might be because the genre was labeled after the P&P games of the same name.
Amazing coincidence, isn't it?
Besides, it's not a combat system that makes grat RPG.
Obviously you've not heard the one gripe about Planescape: Torment that would have given it a extra few more points than it received in ratings. Good RPG, shitty combat. In fact, you must have not heard about the main problem for Arcanum, either. It wasn't because of the setting. It was because the character system got fucked over in lieu for the crackheads that want to buy something titled "RPG" but not have to be burdoned with trying to get their heads around the depth.
Well, I know I've wasted my time, mainly because with the ignorant garbage you've posted previously has proven to me that you're likely some kid who really doesn't know quality when they see it, instead it has to seem "Actioney" to appease their lacking attention span.