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Author Topic: Drastically shorten the Turnbased "per round" timer  (Read 2372 times)

Re: Drastically shorten the Turnbased "per round" timer
« Reply #15 on: March 03, 2011, 05:21:15 pm »

Still would be best to remove TB completely.  :)

Fallout wouldnt be fallout without TB.

If one could atleast change the turn based timer from config, would be swell.
And turn based timer depends on whoever starts the encounter/leads.
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runboy93

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #16 on: March 03, 2011, 05:22:52 pm »

15 seconds is enough for turn times.
Re: Drastically shorten the Turnbased "per round" timer
« Reply #17 on: March 04, 2011, 12:14:22 pm »

If you have alot of AP, you need about 20 seconds. 15 seconds the the shortest you could drop it to without overly rushing people.

-Ulrek-
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Andr3aZ

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #18 on: March 04, 2011, 12:43:03 pm »

I dislike people standing around in your enc, waiting their whole 30 sec so their buddys can arrive to roast you.
Jovankas Suggestion looks good but i would rather suggest that at more than 1 player it goes to 15-20 sec for the reason explained in my first sentence.
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Re: Drastically shorten the Turnbased "per round" timer
« Reply #19 on: March 04, 2011, 02:14:00 pm »

the thing that makes TB long is not the counter of the players, it's the time the npc's take to perform their action.

However if you encounter an enemy player in turnbased combat, then 30secs should be okay as you will need time to plan your move and/or give orders to teammates.

The onyl thing that would really make TB faster is cutting some animations. Then again, since the animations are getting redone now anyway we just have to wait and see how it is in 3d.

Cryptopsy

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #20 on: March 04, 2011, 05:04:23 pm »

I think it would be the best if length of turns depended on number of players in encounter. For example to make all rounds last one minute (for fights up to 6 people):

1 player - 60 seconds
2 players - 30 seconds
3 players - 20 seconds
4 players - 15 seconds
5 players - 12 seconds
6 or more players - 10 seconds


so hunting in TB in small groups could be still "tactical", in larger groups people would have to act faster. There could be a limit, like more than 12 players when TB is automatically switched to realtime.

Also there should be visible queue info, who is moving next, so you don't miss your turn.


Very, VERY good idea.
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Re: Drastically shorten the Turnbased "per round" timer
« Reply #21 on: March 05, 2011, 11:12:29 am »

I've got 12 ap and I'm using a rock for 1ap hit... Using unarmed attacks I need 5sec just to pick the attack mode I want... The info on enemys is displayed so slow that it takes 3-4 sec per target if you don't have awarness... By picking my targets and simple tactics I can fight centaurs, floters and deathclaws in TB... in RT two ghules own me...
So you want to take away my style of playing just to save 10 sec?

Cut the time for NPC or make them move at 300%speed, fix the AI timeout...or make it like FT pushing end combat turns RT combat on.
A 10 sec turn or is like cutting TB.  

Fix the AI Timeout and speed , the best damn thing ive read in this topic.
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Doctor Eex

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #22 on: March 05, 2011, 11:25:38 am »

Awful idea. If you're 18 AP TB char in city zone, you need to recon, then think then etc.
Especially if you fight 1 vs 3. With proper build you can shred them into pieces.
30 sec is good. Tb is like chess with blood and guts. Don't take it away from me, please.

Implement simultaneous moves.
Each round 30 sec for planning move and shoot then, everybody press end turn OR 30 sec expires - chars do what was planned in order of SEQUENCE
And you can fight 50 players each side in TB.


Fix the AI Timeout - YES!!! on this
« Last Edit: March 05, 2011, 11:32:23 am by Doctor Eex »
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Re: Drastically shorten the Turnbased "per round" timer
« Reply #23 on: March 05, 2011, 11:36:44 am »

Is the TB turn time a server side variable? Or is it part of the engine?
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Re: Drastically shorten the Turnbased "per round" timer
« Reply #24 on: March 05, 2011, 12:29:14 pm »

I dislike people standing around in your enc, waiting their whole 30 sec so their buddys can arrive to roast you.
Jovankas Suggestion looks good but i would rather suggest that at more than 1 player it goes to 15-20 sec for the reason explained in my first sentence.

I like turn based but he has a good point.

A feature would have to be implemented like if the player doesn't do anything for 30 sec the next turn he will have only 15 o 10 sec then 5 sec and then auto skip turn.
EDIT: Damn this wouldn't work.... has to be something smarter.
« Last Edit: March 05, 2011, 12:34:16 pm by Vaimortal »
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