Supressive fire without realtime, it is possible

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Today I was thinking to myself about how F3 could possibly be 3d and in realtime. It scared me. 3d would obviously take away the whole gritty 2d graphics that are just beautiful for their purpose. (it does a damn good job at simulating a post-apocalyptic landscape...the grittyness I mean.) 3D wasnt the worst thought though. If they made F3 3d, It wouldn't be terrible. But then I thought about realtime. The whole reason that they are using realtime is because they want to have something called "supressive fire." What the hell? We got through FO and F2 without it, and then they finally tried it in FT, and they all know how much we LOVED FT. What other reason is there to use realtime for an RPG that was origionally turn based? So why not learn from other games. I thought about how they could possibly solve the problem of being unable to have supressive fire while in turn-based gameplay. I remembered a game called X-com Apocalypse. It was really damn hard, and I didn't get anywhere. The aliens won, and I got pissed...but that is besides the point. It is possible to do supressive fire in turn based gameplay. They did it, and they did a good job at it too. All they need to do for fallout is let you end the turn, and if you have enough action points left over to fire your weapon, you can select to shoot it at anyone that comes into view, or your line of sight until your next turn. It would be a much better alternative to using realtime gameplay.
 
i hated when my character or an npc fired without me starting turn based in FOT..... when i wanted them to walk away from a battle , one of the little bastard would always turn around , take a shot, most of the time miss , and then that would switch to turn base and take ages......
 
I hated it more when the enemies all fired on me before combat kicked in. It seems the trigger for combat is someone attacking rather than someone THINKING about attacking.
 
Personally I prefer turn based, but having real time their could be nice. I really liked how arcanum had both. I would enjoy being able to use real time for when I don't want to waste my time by killing 30 some rats when I am level 20 or so. Still, if i had to pick one or the other, i would definetly pick turn based.
 
I thought Tactics looked okay actually... I thought the graphics were pretty good and fit in well with Fallout. Of course, they went and screwed it up by taking OUT all the circa 50s' references. That was uncalled for.... In fact, I'd almost accept it if Fallout 3 was made with the same graphics as Tactics. Well, as long as they remove all the "modern" crap, tanks, hummer etc... And replace it ALL with good 50s' type stuff.... I think it'd look okay... Of course, gameplay and storyline are entirely different questions.... But I think it'd look okay....

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How about a "delay action until new enemy sighted," button? That way, a character with a higher initiative doesn't have to forfeit his or her turn, or wait, if no one is around. Plop him outside of a door way and select "Delay action until a new enemy is sighted." Then, as soon as a guy walks out, his higher initiative kicks in and interrupts the other character's turn, splattering the poor guy's brains back through doorway he came from.

Maybe a delayed-action turn-based game could be a fourth option to the ITB, STB, and CTB, or an option to be enabled in the ITB and STB modes.

It's a bridge between the CTB and traditional turn-based modes.

However, if the Joe coming out of the door has a higher initiative, he could keep his turn without being interrupted.
 
JA2 was pretty much the same way, you could just hold a merc at a point and if an enemy came into sight and the merc's reaction time was sufficient, you could in essence have a complete turn for that merc at the expense of the enemy's clumsiness. This gives a *great* incentive for ambush attacks with party members in wait, etc.
 
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