Other > Suggestions

Turn based real time combat

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pistacja:
Maybe not the best idea of all time but still worth writing down.

The idea is that a turn would always be a fix amount of time and after a turn ends all players regain full AP.

Lets take Alice and Bob. Alice is a ninja, 12 AP, bonus hth attacks for 2AP each. Bob is a grunt, 6AP, a flamer that shoots for 6AP, with brof.

In the current system Bob can run as fast as Alice. Alice should hit 6x in the time Bob shoots once, but the animation speed lets her hit only twice.

In a realtime turn based system Alice would be able to move 12 hex in the same time Bob would move 6. She could strike 6 times per one shot of Bobs.
If a turn would be 6 seconds then Alice would need 0.5 sec to move a hex while Bob would need a full second to do the same. If both would shoot a gun the same animation would be played by both, but for Bob it would take 2/3 sec and 5/12 sec. for Alice.
No matter how many action points one user per turn, when the turn ends all start the next turn with full AP.

In the 2d era there would need to be a wait after some actions to fit the animations to the time and AP they take. In the 3d era every animation can be played in any speed.

This could replace the RT/TB combo with just one system.

Imprezobus:
I misunderstood one part of post above, so you can delete this post.

RT/TB ballance will be one of 3D era advantages, AFAIK.

avv:
It's good to have some balance and order around but doesn't this kind of ap distribution encourage one ap moves per turn and rest of the aps are spent on camping and looking for enemies? You know like this: step one step, save rest of the aps for looking around if someone happens to step in your LoS. So it basically discourages making bold actions because if you move 10 aps and meet someone who stood still, he gets to shoot and you can't do shit until next turn.

pistacja:

--- Quote from: avv on February 22, 2011, 05:10:31 PM ---It's good to have some balance and order around but doesn't this kind of ap distribution encourage one ap moves per turn and rest of the aps are spent on camping and looking for enemies? You know like this: step one step, save rest of the aps for looking around if someone happens to step in your LoS. So it basically discourages making bold actions because if you move 10 aps and meet someone who stood still, he gets to shoot and you can't do shit until next turn.

--- End quote ---

The AP spend on moving can add to ones Armor Class (it's harder to hit a moving target), but I don't think that's a big problem. I imagine someone making 1 step per turn if he has 1 more APs then he needs to shoot, then someone who has more AP or a weapon that uses less AP would have a clear advantage over that player. Then again in the current system we have the total opposite - you charge in fire until you use all AP, then duck for cover waiting for the point to regenerate. Is is good bad? Can't say, but for me it looks more like the original TB combat.

DDeidara:
I like your idea. But i'd make the turn length to 30 seconds.
Let me explain a little different. What pistacja means, is a new combat mode, where all players turn happen at the same time. Like the combat begins, everyone gets his AP, and can use them as in normal turn based combat. After 30 seconds, every player regains their AP and a new turn starts and so on.

For example: I will write down the fighters.
   You(64HP, 8 AP)
   Raider(80HP,7AP)
   Raider(80HP,6AP)
So combat begins. In this battle mode, at the begining of this combat you would get 8 action points, the first raider 7, the second 6. You can attack, move, do all things at the same time until your AP runs out. After 30 seconds, all of you gain the same amout of AP as before. And so on.

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