Thoughts on this real-time/turn-based debate...

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[font size=1" color="#FF0000]LAST EDITED ON Jun-18-02 AT 06:13AM (GMT)[p][font size=1" color="#FF0000]LAST EDITED ON Jun-18-02 AT 05:11 AM (GMT)

This is simply my opinion...but to begin I must say that I feel that it is impossible to truely replicate an RPG without two key elements...a DM/GM and his/her ability to twist the rules to how they see fit. This taken into consideration, I find it difficult, if not impossible, to recreate a true RPG on the computer...(NeverWinterNights, coming out tomorrow, is an attempt to bring the role of DM into computer based RPGs...) However, it is possible to attempt to reproduce this effect, as was attempted in the BG series...(Do not know the Fallout series, Fallout Tactics was my introduction to the series, bought it because I wanted just that, tactics)...but the attempts ultimately fail because ever possible response to a situation cannot be planned out...and if they are...well then...hope you enjoy spending a lifetime of work working on a single NPC's dialouge tree, ;)

Well then, now that the overly long introduction is out of the way...time for my possible solution to this problem...

The solution to this problem, as I see it, can be found in another game...Combat Mission...and its unique blend of real-time and turn-based elements...

The game works like this...at the beginning of a "turn," the player is able to assign orders to all of his units, orders that will represent the next sixty seconds. However, the units do not immediately carry out these orders, instead, after every order is assigned, the player ends this phase of the turn. During the next sixty seconds, the player is completely removed from gameplay while his units act out the next sixty seconds worth of orders. Once the sixty seconds are up, the player gives new (Or keeps old if they havent been completed yet) orders to his units and the next sixty seconds are played...(www.combatmission.com, graphics arent that great, game is a few years old, but just to let you see what I am saying)

With this, one avoids the game becoming a click fest as so many "strategy" games have become today, yet retains all, if not nearly all, of the advantages of playing in real-time. This may help retain the old members, for the game still plays in "turns," but it might also attract a few new players, for it is technically real-time, just no click fests...

Where exactly I was going with this I am unsure...Fallout Tactics is depriving me of my much needed sleep...although I will say one last thing...Please make the game 3d...You do not know how many times I have had a problem with my units assigning moving orders...

Well then, those are my thougts up to this point, jumbled, yes, but thats how I think...

(Edit, bold tags were screwed, inserted "[ / b ]" but didnt end it...so they have been removed)

Second edit...On a side note...keep the 2d...just read a response somewhere that 2d helps show off the grittiness of the landscape...Just make it work so I dont get overly frustrated when I try to sneak my character around some trenches/bottom of a cliff...
 
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