Briosafreak
Lived Through the Heat Death
J.E. Sawyer has replied to someone at the Interplay boards that was claiming that no prone or crouching on F3 was caused by the game having a Real-Time mode:
<blockquote> I see your train of thought as once again being completely baseless. Much like theories about reducing the number of gun skills as having some relationship to real-time combat. Did you actually play Fallout: Tactics? It had crouching and prone combat positions. It also had real-time combat. I used crouching and prone constantly in that game. There was certainly enough time to react to situations that those modes were useful. Whether or not they were "good" or even necessary is up to debate.
But, of course, Fallout: Tactics had the subtitle "A Post-Nuclear Tactical Combat Game", because you have full control over a squad of up to six characters who are almost constantly engaged in combat. Fallout and Fallout 2 are RPGs, not combat simulators. I'm sure you could think of about sixty things we "could" add to make Fallout combat more in-depth, involved, complex, etc. That doesn't mean all sixty of those things should be added.
I know that in a magical imaginary dreamland, animations and AI take no time to produce, but at Black Isle, they actually do. We can't just flippantly shove a feature into the game without considering how much time it takes to implement and test.</blockquote>
Link: BIS Feedback forum
<blockquote> I see your train of thought as once again being completely baseless. Much like theories about reducing the number of gun skills as having some relationship to real-time combat. Did you actually play Fallout: Tactics? It had crouching and prone combat positions. It also had real-time combat. I used crouching and prone constantly in that game. There was certainly enough time to react to situations that those modes were useful. Whether or not they were "good" or even necessary is up to debate.
But, of course, Fallout: Tactics had the subtitle "A Post-Nuclear Tactical Combat Game", because you have full control over a squad of up to six characters who are almost constantly engaged in combat. Fallout and Fallout 2 are RPGs, not combat simulators. I'm sure you could think of about sixty things we "could" add to make Fallout combat more in-depth, involved, complex, etc. That doesn't mean all sixty of those things should be added.
I know that in a magical imaginary dreamland, animations and AI take no time to produce, but at Black Isle, they actually do. We can't just flippantly shove a feature into the game without considering how much time it takes to implement and test.</blockquote>
Link: BIS Feedback forum