Briosafreak
Lived Through the Heat Death
We all know by now that the next Fallout game will have Turn-Based and Real-Time combat. So how will the RT combat be? Sawyer has a few comments on that:
<blockquote>The biggest stumbling block in Fallout TB -> RT is movement and AP. So far, the best movement translation seems to be this: high AP characters move faster since, for practical purposes, they do in both TB and RT. A 10 AP character will move 10 hexes in TB over one round while a 6 AP character will move 6 hexes in TB over one round. If that is converted into real-time, the 10 AP character will move 10 hexes in six seconds and the 6 AP character will move 6 hexes in six seconds. That's an analogue.
However, the general tendency in RT combat systems is that movement can't "really" cost anything. When characters move hurky-jerky around the battlefield, stopping to pause for precious APs that they immediately burn, it becomes a little... bizarre. So, what then can be the cost? The best answer I can find is: AP regeneration. A moving character never regenerates AP. He or she can run and run and run all the live-long day at whatever rate is dictated by his or her base AP, but he or she won't gain a single AP back until he or she stops (or perhaps the regeneration rate still exists, but at a pitiful fraction of its total value).
Higher AP characters would still catch up to fleeing characters in less time and either attack or easily re-accumulate APs that will eventually result in an attack into the fleeing character's back. A character who gleefully shoots a submachinegun burst and then runs for the hills will have to stop and wait for a full six seconds to get his or her AP pool back. If two characters with expended AP pools run the same distance, the higher base AP character will arrive at the location first and regenerate the equivalent AP for time saved by the time the slower character arrives.
This is not a perfect analogue, but it's really not horrible, and again, it has no effect on the TB component of the game. People playing using the RT system will find that certain scenarios play out easier, and some scenarios play out with more difficulty. Ultimately, though, it still has more fidelity to TB SPECIAL than any RT D&D game has to TB D&D. </blockquote>
But he stresses that:
<blockquote>
As previously stated by me (several times), whenever RT conflicts with TB, TB will be given priority as it is typically the combat mode choice of our more discriminating players. </blockquote>
On a side note this is what he has to say about NMA veteran Roshambo:
<blockquote>When even the angriest and most rabidly unruly Fallout fans at satellite websites produce more useful feedback than you are, something's wrong. Rosh would probably blow my foot off with C4 as soon as look at me, but even he has given me more useful feedback on the development of this project.</blockquote>
C4? Really?
Spotted on the BIS Feedback Forum.
<blockquote>The biggest stumbling block in Fallout TB -> RT is movement and AP. So far, the best movement translation seems to be this: high AP characters move faster since, for practical purposes, they do in both TB and RT. A 10 AP character will move 10 hexes in TB over one round while a 6 AP character will move 6 hexes in TB over one round. If that is converted into real-time, the 10 AP character will move 10 hexes in six seconds and the 6 AP character will move 6 hexes in six seconds. That's an analogue.
However, the general tendency in RT combat systems is that movement can't "really" cost anything. When characters move hurky-jerky around the battlefield, stopping to pause for precious APs that they immediately burn, it becomes a little... bizarre. So, what then can be the cost? The best answer I can find is: AP regeneration. A moving character never regenerates AP. He or she can run and run and run all the live-long day at whatever rate is dictated by his or her base AP, but he or she won't gain a single AP back until he or she stops (or perhaps the regeneration rate still exists, but at a pitiful fraction of its total value).
Higher AP characters would still catch up to fleeing characters in less time and either attack or easily re-accumulate APs that will eventually result in an attack into the fleeing character's back. A character who gleefully shoots a submachinegun burst and then runs for the hills will have to stop and wait for a full six seconds to get his or her AP pool back. If two characters with expended AP pools run the same distance, the higher base AP character will arrive at the location first and regenerate the equivalent AP for time saved by the time the slower character arrives.
This is not a perfect analogue, but it's really not horrible, and again, it has no effect on the TB component of the game. People playing using the RT system will find that certain scenarios play out easier, and some scenarios play out with more difficulty. Ultimately, though, it still has more fidelity to TB SPECIAL than any RT D&D game has to TB D&D. </blockquote>
But he stresses that:
<blockquote>
As previously stated by me (several times), whenever RT conflicts with TB, TB will be given priority as it is typically the combat mode choice of our more discriminating players. </blockquote>
On a side note this is what he has to say about NMA veteran Roshambo:
<blockquote>When even the angriest and most rabidly unruly Fallout fans at satellite websites produce more useful feedback than you are, something's wrong. Rosh would probably blow my foot off with C4 as soon as look at me, but even he has given me more useful feedback on the development of this project.</blockquote>
C4? Really?
Spotted on the BIS Feedback Forum.