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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: mrbrain30 on March 16, 2012, 11:00:00 pm
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Hi it's me again!
So, I was playing with a nice guy, levelling our characters and looting NPCs. Then I realized something. He shot 5 times in a round while I shot only once. He had some perks but that's beyond the point.
My problem is:
I have 8 AP.
When I shoot with my shotgun it costs me 5 AP. I have 3 AP left.
I don't want to move and I don't want to use those 3 AP for defense, but rather than that, I want to use them for shooting (but you can't because of the limitation of the Turn Based system). Now this is my idea:
I have only 3 AP left, so When I try to shoot again, the game first takes away my 3 left AP, pass to the next person (round), and when its my turn again, it will simply take away 2 more AP (that makes 3+2=5), and allows me to shoot on the very beggining of my second round. It blocks any other action from my part, I first have to take the shoot and then I will be left with 5 AP from my second round which I can use for the second (sum=third) shot (or whatever I want).
(If you don't have a target then the game simply takes you 2 AP and won't allow you to take that shoot. You continue your round.)
What I wrote is just a suggestion to what the problem is and what happend to me, mainly the loss of usefull AP.
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Or you could just take livewire and start using those points to your advantage....
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or he could just make a real turn based build.... really who has 8 ap for a turn based build ??? 12-14 ap +bonus move is what you want/need
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Yeah, about to say, my caravaneer crafter has ten attack ap and four move. Your doing something wrongz...
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Fast shot, bonus rate of fire, jet, 10 AG. That's -2 AP per shot and +2 AP for a total of 4 shotgun shells per turn. You can't shoot shotgun 5 times.
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@Blahblah he didnt say that his frieand used shotgun
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Yeah, about to say, my caravaneer crafter has ten attack ap and four move. Your doing something wrongz...
I though there is only one action move perk :P
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@falloutdude
You say turn based build, but It's not too good If you have to build a character just for to gain advantage in turn based combat. You see, those who build a "normal" character, they for one don't have a lot of action going on in their turn, but also the system doesn't allow them to use that little plus that they still have. Speaking of my 3 left AP that is my only little plus, and it goes to waste, because I don't have two more point to shoot (or in some case 1). When I realized the case, it hit me how primitive the system is.
Erm, no. My real point was that the system is somewhat old. It needs to be enchanted. Well, for the better I think.
And It would be closer to Real Time combat If you think about it. Because In RTc you don't wait for your AP to go back to 8 or 10 or 12, but you shoot in the moment it reaches 4,5,6 which is necessary for you to shoot. This is what this change would represent, the moment inbetween your two rounds.
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Normal builds are for noobs-you have to have uber perfect alt for everything if you want to do something
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@falloutdude
You say turn based build, but It's not too good If you have to build a character just for to gain advantage in turn based combat. You see, those who build a "normal" character, they for one don't have a lot of action going on in their turn, but also the system doesn't allow them to use that little plus that they still have. Speaking of my 3 left AP that is my only little plus, and it goes to waste, because I don't have two more point to shoot (or in some case 1). When I realized the case, it hit me how primitive the system is.
Erm, no. My real point was that the system is somewhat old. It needs to be enchanted. Well, for the better I think.
And It would be closer to Real Time combat If you think about it. Because In RTc you don't wait for your AP to go back to 8 or 10 or 12, but you shoot in the moment it reaches 4,5,6 which is necessary for you to shoot. This is what this change would represent, the moment inbetween your two rounds.
no system is good as it is. if you cant make proper build thats your fault and only yours. really everyone knows that 8 ap in tb is useless 12 at the least if you want a good tb build give yoz a pm he will give you good tips. also dont compare rt to tb. tb is supposed to be slow and have to think ahead not just shoot which is why tb builds are made so proper planning in tb combat can be made. also that ap you have left is not useless use it move it does not allways need to be used for fireing.
you say this momment between turns. you really dont get the whole point of tb do you? there is no momment between turns ITS NOT RT. the whole point of tb is that you get your turn (no momment between here) and the other person gets there turn you should not get another chance to fire between then because you did not make a good build. tb are the most easy of all builds to make and if you cant make a good one so you can fire twice then ask for help.
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@Hects Hakal
"Normal builds are for noobs-you have to have uber perfect alt for everything if you want to do something"
So I have to make a lot of characters to do anything worthwhile in the game? Awesome.
Don't you get it? If we all make perfect characters the whole point of character creation is lost. What is really charming about the Fallout character system is that you can have a very massive amount of variety. Why would you chop down on this and say to everyone "only uber perfect characters worth anything". It's sad. (no offense)
I think after reading some of the tips here I could make a close perfect character. OR I could just ask one of my old friend who I played Fallout Tactics with. He made every each of his characters to be perfect, and what. They weren't even named! Soldier1, soldier2, soldier3, medic1... If you want to play in a world with perfect build people with no flaws, at the end everyone will have the same character!
@falloutdude
"you say this momment between turns. you really dont get the whole point of tb do you? there is no momment between turns ITS NOT RT. the whole point of tb is that you get your turn (no momment between here) and the other person gets there turn you should not get another chance to fire between then because you did not make a good build."
I know what turn based combat is. I think it's you who don't know what possibilities turn based combat holds. What you wrote is a limited, simplyfied version of what turn based combat could really be.
Turn based combat is like what you said. It gives you time to think over your every action, so you could make a good choice. Why do you think I want to gain some kind of advantage over someone? This is for everyone, this is a small change in the system which would not decrease the value of a good character. You too would gain the abbility to act.
Almost forgot:
"Used it to move"
Thank you! And don't even try to say;
"Save it for AC so you won't be hit!"
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I have to agree with Falloutdude on this. TB system won't change and shouldn't. You get your turn with the points you have with no points carrying over to the next turn. It's the same for everyone. It all comes down to the build. The way the character build system is, you have to make certain concessions. If you want to be able to have x trait you have to give up y trait. You can't have one character that does it all. The SPECIAL won't allow it. Thats why so many of us have multiple characters for multiple purposes. We all find ways to work with the system that is place.
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@Hects Hakal
"Normal builds are for noobs-you have to have uber perfect alt for everything if you want to do something"
So I have to make a lot of characters to do anything worthwhile in the game? Awesome.
Don't you get it? If we all make perfect characters the whole point of character creation is lost.
What you have to remember is the definition of "Perfect build".
In this game, the perfect build is the one the guy talking the loudest has. Everyone elses build is "shit".
;D
I would like to see them stack, and be cumulative maybe, up to double your actual base AP.
So if you shoot once for 5 AP, and you have 3 left, you can skip. So on your next turn you have 8+3 to use. If you shoot once for 5 AP, 6 AP's roll over for 8+6. This could go until you reach 16 AP, or double your base AP before perks. So if you have 8 AP before all perks, but 10 after 2 action boys, it still counts as 8. I think this would add a lot more strategy into shooting, moving, and planning ahead in battle.
Just a thought.
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Your suggestion would make dealing 3 big gun bursts or 3 headshots in one turn possible again, which is certain death for pretty much anyone. I don't like your suggestion.
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Your suggestion would make dealing 3 big gun bursts or 3 headshots in one turn possible again, which is certain death for pretty much anyone. I don't like your suggestion.
yes i forgot to make this point too. 2 burst is hard to live but 3 even the most toughness pyscho ape is fucked.
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And think about tb traps. They will just turn on combat and skip turns to multiple their ap.
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@codave,toxiCAVE
It's sounds the same but is isn't. With your idea we can have one man walk 16 hexes in one round! It's like he would move twice as fast as he normally would.
My idea doesn't add up APs in a sense, because all you do is moving your action into the next round and have the AP loss penalty. You can't stock up your AP to have more move or other stuff going on. Instead your act would be continuous.
Imagine a scale:
........|........|........|........|
You have 8 AP and the lines are the rounds. When you reach 5, you left with 3 more AP. Next shoot req. 5 AP again, but I can't shoot because it says "no sir, 8 AP per round".
-->
- Let's not forget that rounds represent 10 sec time segments (well it could differ but in most table-rollplaygames it is the standard - basically this is a RPG with a table game system its just that a computer does the calculations instead of you). -
-->
So If we look at the scale from here you can see that you break the continuous flow, because you can't have your act done where you clearly will have the time. In the current system you have these rounds but without connection to each other. They are all separated existence which I have a problem with. I want to connect these rounds.
I hope you understand what I mean. Anyway...
@falloutdude, yoz
Maybe because big guns were always an OP thing in the fallout universe, think about FalloutTactics and all of the F series. It's not the AP system's fault, they are simply OP.
But just to clear something, 7AP to shoot a minigun -2AP from fast shoot If I'm correct. That means 5AP to shoot once, 10AP to shoot twice.
If My character happens to have 12 AP on default, it means I can shoot 2 times, and the 3rd would take my remaining 2AP. Next round starts me losing 3AP and there goes my 3rd shoot. I have 9 AP in the 2nd round. I shoot once, remains 4AP. Then my next shoot goes to the next round, -1AP from next round. 3RD round I have 11AP and I shoot once, then twice more and left with 1AP. There, you can only shoot 3 times in the 3rd round.
In total you shoot 7 times till your 3rd round ends. If you calculate it with the current system you can have 6 shoots till 3rd round.
So it means you gained 1, ONE plus shoot till 3 rounds.
(To simplify things just do this calculation -> 36/5=7 and 1 remains | contra the current system where you have 3 times 12, which means you will have 6 shoots and 3 times 2 remains.)
Over 10 rounds - 120/5=24 shoots | contra 12/5=2 and this ten times = 20 - In the long run you gain 4 shoots.
Please, reconsider.
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Your idea isn't good. Fast shot aply to aimed shots only so no -Ap to burst.
The main problem with your idea that it overpowers those who have the first turn. Lets see I have my turn with 11 ap and burst you 2x with a grease you survive it with 10 hp now in the current system you could heal up or try to kill me, but with your idea implemented I could do one more attack which would kill you without you having a chance to win.
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Your idea isn't good. Fast shot aply to aimed shots only so no -Ap to burst.
The main problem with your idea that it overpowers those who have the first turn. Lets see I have my turn with 11 ap and burst you 2x with a grease you survive it with 10 hp now in the current system you could heal up or try to kill me, but with your idea implemented I could do one more attack which would kill you without you having a chance to win.
Your right whereas if your leftover ap carried over to the next round then it would be less of a problem.
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Your idea isn't good. Fast shot aply to aimed shots only so no -Ap to burst.
The main problem with your idea that it overpowers those who have the first turn. Lets see I have my turn with 11 ap and burst you 2x with a grease you survive it with 10 hp now in the current system you could heal up or try to kill me, but with your idea implemented I could do one more attack which would kill you without you having a chance to win.
"Fast shot aply to aimed shots only so no -Ap to burst." and then you say - "I have my turn with 11 ap and burst you 2x with a grease". Fonline Wiki says it takes 6 AP to burst with grease. That makes 12AP to shoot twice.
- But let's assume you wanted to tell me you have 12 AP. OR please correct me in your next post about the greaser and then I will tell you the scenario -
You said your first round? You stated you have 12 AP, first round.
You burst me twice with grease. You have 0 AP left.
You simply pass the round I have the time to heal myself or to kill you in my round. Let's say I healed myself. Your turn, you have 12 AP again, and you can shoot twice again.
I don't see the problem here.
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Bonus rate of fire sorry missed it out I always take it so I sometimes even forget to mention it. It makes attacks cost -1 AP.
Without bonus rate I could use 10mm smg which needs 5 ap for burst.
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OP, I know what you meant, it just reminded me of something I had floating around in my head, which is what I posted.
@ Yoz, other folks.
Yeah, it would be crazy. I also never said you'd like it, just that I thought it might be interesting. In fact I would probably hate it as well. It doesn't exactly have to work like that, though. It could be something similar, but with less AP's stacking or rolling over, etc. Possibly up to a max of 12 AP, and not if you skip your turn with full AP, you have to have fired at least once, etc.
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Bonus rate of fire sorry missed it out I always take it so I sometimes even forget to mention it. It makes attacks cost -1 AP.
Without bonus rate I could use 10mm smg which needs 5 ap for burst.
Okay, then let's see. 10mm smg burst takes 5AP by default. With the "bonus rate of fire" perk it costs -1AP. That makes it 4AP to burst.
Then let's say you have 11 AP as you mentioned before, and it's your first round.
You shoot twice, that makes 8 AP, and you are left with 3 AP. You want to shoot a 3rd time, which you will in the next round.
My turn, I make my move and do something, not relevant.
Your second turn, and you star with your 3rd shoot - after which you will be left with 10 AP. Now you have 10 AP and you can shoot twice.
Your point was that you will have an advantage over me in your first round, which is not true.
If you calculate you will have 27 shoots over 10 round while now you could only have 20. And most important don't forget that everyone will have the same advatage of using their APs up to the maximum.
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OP, I know what you meant, it just reminded me of something I had floating around in my head, which is what I posted.
@ Yoz, other folks.
Yeah, it would be crazy. I also never said you'd like it, just that I thought it might be interesting. In fact I would probably hate it as well. It doesn't exactly have to work like that, though. It could be something similar, but with less AP's stacking or rolling over, etc. Possibly up to a max of 12 AP, and not if you skip your turn with full AP, you have to have fired at least once, etc.
No no no no no.
No AP's stacking or rolling over. Nothing like that. No stacking up till 12 AP. No.
Read my post again and think like it would be a motion. My point was all along to have the rounds connected. Think it over again, maybe it's hard to see first but please try.
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Ok it may be strange but from the previous ones I got the impression that I can use up ap from my next turn to finish my current one.
Well then another one lets say I do what I said my next turn should start with an attack but you moved out of my sight. What will happen then?
I don't wanna argue but I don't think it will work nor that it would be good.
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I have 8 AP.
When I shoot with my shotgun it costs me 5 AP. I have 3 AP left.
I don't want to move and I don't want to use those 3 AP for defense, but rather than that, I want to use them for shooting (but you can't because of the limitation of the Turn Based system). Now this is my idea:
I have only 3 AP left, so When I try to shoot again, the game first takes away my 3 left AP, pass to the next person (round), and when its my turn again, it will simply take away 2 more AP (that makes 3+2=5), and allows me to shoot on the very beggining of my second round. It blocks any other action from my part, I first have to take the shoot and then I will be left with 5 AP from my second round which I can use for the second (sum=third) shot (or whatever I want).
(If you don't have a target then the game simply takes you 2 AP and won't allow you to take that shoot. You continue your round.)
What I wrote is just a suggestion to what the problem is and what happend to me, mainly the loss of usefull AP.
Exactly the same effect as left over aps rolling over to the next round
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No no no no no.
No AP's stacking or rolling over. Nothing like that. No stacking up till 12 AP. No.
Read my post again and think like it would be a motion. My point was all along to have the rounds connected. Think it over again, maybe it's hard to see first but please try.
I understand what YOU mean, I'm simply suggesting an alternative.
What is so difficult to understand about that?
As far as I can tell, neither idea is very good.
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Ok it may be strange but from the previous ones I got the impression that I can use up ap from my next turn to finish my current one.
Well then another one lets say I do what I said my next turn should start with an attack but you moved out of my sight. What will happen then?
I don't wanna argue but I don't think it will work nor that it would be good.
But it is what you said, you can use up AP from your next round in a sense BUT the action will happen in your next round.
If I move out of your sight then nothing happens, you lost the AP and the ammo. I guess the game could take your AP away, so you would think twice before shooting. Again, If you don't want to risk it, you can just pass the round.
@ThePhoenix77
No. Because If I roll my APs to my next round that would mean I would have 8 plus my left over.
What I'm saying is when you start doing something it takes up a certain amount of time. 5 AP in my case. When I'm left with my remaining 3 AP I can start the procces of shooting again, taking 3 away, and then in my next round the needed 2 remaining. It's not APs stocking. It's motion.
The action will take place when the needed AP is "paid".
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But it is what you said, you can use up AP from your next round in a sense BUT the action will happen in your next round.
If I move out of your sight then nothing happens, you lost the AP and the ammo. I guess the game could take your AP away, so you would think twice before shooting. Again, If you don't want to risk it, you can just pass the round.
@ThePhoenix77
No. Because If I roll my APs to my next round that would mean I would have 8 plus my left over.
What I'm saying is when you start doing something it takes up a certain amount of time. 5 AP in my case. When I'm left with my remaining 3 AP I can start the procces of shooting again, taking 3 away, and then in my next round the needed 2 remaining. It's not APs stocking. It's motion.
The action will take place when the needed AP is "paid".
I think your suggestion makes more sense if you think about it in terms of taking a loan on future AP's.
You can get the needed AP for a second shot right now (loaned), and it is deducted from your next turn (paid back).
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That would mean you would act faster than your character physically can.
Don't forget you have 8 or 10 or 12 AP for a round because that's the speed of your character.
What you are saying would mean you take future AP, which is like time would go slower around you.
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omg another topic from serries:
" ONOZ THEY KILLED ME - NERF IT! :( "
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omg another topic from serries:
" ONOZ THEY KILLED ME - NERF IT! :( "
I don't know what you are talking about, I wasn't killed.
If you don't say something we can think about then please just don't post. I wrote it once, I want to enchant the turn based system, because there is more to the system.
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@falloutdude, yoz
Maybe because big guns were always an OP thing in the fallout universe, think about FalloutTactics and all of the F series. It's not the AP system's fault, they are simply OP.
But just to clear something, 7AP to shoot a minigun -2AP from fast shoot If I'm correct. That means 5AP to shoot once, 10AP to shoot twice.
If My character happens to have 12 AP on default, it means I can shoot 2 times, and the 3rd would take my remaining 2AP. Next round starts me losing 3AP and there goes my 3rd shoot. I have 9 AP in the 2nd round. I shoot once, remains 4AP. Then my next shoot goes to the next round, -1AP from next round. 3RD round I have 11AP and I shoot once, then twice more and left with 1AP. There, you can only shoot 3 times in the 3rd round.
In total you shoot 7 times till your 3rd round ends. If you calculate it with the current system you can have 6 shoots till 3rd round.
So it means you gained 1, ONE plus shoot till 3 rounds.
(To simplify things just do this calculation -> 36/5=7 and 1 remains | contra the current system where you have 3 times 12, which means you will have 6 shoots and 3 times 2 remains.)
Over 10 rounds - 120/5=24 shoots | contra 12/5=2 and this ten times = 20 - In the long run you gain 4 shoots.
Please, reconsider.
With bonus rate of fire a bg burst takes 6 ap. I can make a char with 12ap that uses jet and gives me 14 ap total. Under your system I can burst 3 times in the first turn. I don't care how many total bursts in the fight you think I will have because nearly noone will survive the first fucking turn.
Big guns are not as overpowered under the current system, but will be nearly unsurvivable under yours. Yours will also allow for 3 headshots and 4 p90 bursts in one turn. All of these guns are OKinsh with the current system, but you want ALL of them reworked just to fit your wacky idea that noone is on board with? You have grown too attached to the idea. Let it go. The idea is not worth it.
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"With bonus rate of fire a bg burst takes 6 ap. I can make a char with 12ap that uses jet and gives me 14 ap total. Under your system I can burst 3 times in the first turn. I don't care how many total bursts in the fight you think I will have because nearly noone will survive the first fucking turn."
"I can burst 3 times in the first turn."
"first turn"
Let's do this. Again.
You have 14 AP. One burst 6 AP as you said. You shoot twice. That makes it 14-12=2. Means in the first round you shoot twice, and you will shoot the so called 3rd in your second round.
Just to tell you everyone, in the first round there is no difference between the two system. There were no act in prev round, that's why it is the first round.
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omg another topic from serries:
" ONOZ THEY KILLED ME - NERF IT! :( "
Perfect point Rascal, wanted to write sth like that ;d I don't understand how it's possible to write 3 pages of comments of replies to noob's whining.
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Wait, I responded to the wrong post.
Yours has the same problem. With my 14 ap char I can use up 10 ap in the first turn and try to "shoot". In the second turn, I shoot with the 4ap from the previous turn + 2ap from this one, which leaves me 12 ap to burst two more times. 3 big gun bursts in one turn again. Everyone dead again.
I don't dislike what you are trying to do. It would be nice to have a continuous way of using ap rather than in increments (turns) in TB combat, but I don't think the way you are trying to do it is the solution. Your idea would just make the increments (turns) uneven from turn to turn. If you want continuous ap use, you can always play in RT.
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You're right, the TB system needs another look. But this really isn't the way to go about it. What some other (better) turn-based games have thought of is a way to "interrupt" another guy's turn with AP that you've saved from your previous turn. Things like Overwatch mode in Fallout Tactics and Interrupts from Jagged Alliance 2 are good examples of this.
Say you have 10 AP and use 5 AP to shoot someone in the groin with a 14mm pistol. He is KO'ed. You end your turn with 5 AP left.
Another guy walks into your FOV. At this point you would make some sort of opposed roll with the guy (PE, AG, or maybe some combination of both) to check if you interrupt his turn. If you do, you can use your remaining 5 AP to reposition yourself, shoot him, or whatever. This would be particularly effective in urban maps or maps with a lot of cover.
This is obviously very challenging to script, but is a better solution than what you have suggested and doesn't present the "saved AP for 3 avenger bursts" problem that others have mentioned.
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@Krupniok
If all you can do is calling me names, so be it. But please after that, leave.
@yoz
Maybe some adjustments could take place. I know big guns are powerfull, maybe even too much. But to throw away an idea because of that. Damage can be corrected If that's all the problem. They were 'balanced' into the current system, so If the new one would ever be implemented, damages would slightly change.
I would love to play in RT, but it's just impossible. The game lags so much here I can't even be sure when I'm being attacked. When there are not much enemies around I can handle it, but when there are more team's and I can't tell who are who, then it turns into chaos. And I played FTactics on RT, controlling all of my 6 mens at the same time (single-multi both).
Still, Thanks for support.
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Yours has the same problem. With my 14 ap char I can use up 10 ap in the first turn and try to "shoot". In the second turn, I shoot with the 4ap from the previous turn + 2ap from this one, which leaves me 12 ap to burst two more times. 3 big gun bursts in one turn again.
No. You spend 12ap in first round = 2 bursts, and 2 virtual APs left (if you have 14aps). Next round.
You can spend your 2 virtual aps + 4 normal aps for first burst. then you have 10aps left, so you CAN'T perform another 2 bursts. Which simply leads us to this:
you can burst 3 times, but only in your THIRD turn. So its not insta death on first round.
Someone gave some bullshits about speed in fight. With extra aps, you will be faster in rt. Thats not true, because this suggested system gives you something like action in meanwhile. You can perform +/- one additional shot in every two rounds. It makes sense. But need to be considerate, because of TB traps.
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But need to be considerate, because of TB traps.
To be fair, TB traps are already death traps. They're designed so the target doesn't survive. I've never seen one with less than 3 people, so you're already getting bursted minimum 3 times, anyway. They can't kill you more once you're already dead.
If you really want to get down to it, a single player can enter a TB encounter, kill the scorpion or whatever, and end combat. When a player walks in, he shoots. Combat initiates, and when he moved 1 step he gets his AP's back. With the right build, you can already shoot 3 times in the first turn.
(Not trying to give Yoz ideas)
;D
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I think you were playing with me Mr.Brain that shot 6 times against Hub patrol.
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No. You spend 12ap in first round = 2 bursts, and 2 virtual APs left (if you have 14aps). Next round.
You can spend your 2 virtual aps + 4 normal aps for first burst. then you have 10aps left, so you CAN'T perform another 2 bursts. Which simply leads us to this:
you can burst 3 times, but only in your THIRD turn. So its not insta death on first round.
Someone gave some bullshits about speed in fight. With extra aps, you will be faster in rt. Thats not true, because this suggested system gives you something like action in meanwhile. You can perform +/- one additional shot in every two rounds. It makes sense. But need to be considerate, because of TB traps.
Wtf lol? You don't HAVE TO spend your ap for big gun bursts. You can also move or do other shit, hence my example.
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Wtf lol? You don't HAVE TO spend your ap for big gun bursts. You can also move or do other shit, hence my example.
Man, your example was shit, because you cant do 3 bursts in second turn. Still dont get it?
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Man, your example was shit, because you cant do 3 bursts in second turn. Still dont get it?
I am going to quote you so that your fail is recorded in case you edit your post.
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Omg youre arguing about a feature that will NEVER be in this game so how about a nice cup of shut the f*ck up? ;)
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Omg youre arguing about a feature that will NEVER be in this game so how about a nice cup of shut the f*ck up? ;)
This is the suggestion forum. We don't know what will be implemented in the game, that is why it is a "suggestion".
If you have the will to write then please write someting about the topic. Why is it not to your liking, or why do you think it could be good to gameplay.
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Well it is called turn based-this means you have turns- the thing that is suggested is stupid because it would not be turns
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Well it is called turn based-this means you have turns- the thing that is suggested is stupid because it would not be turns
You don't really undestand what we are talking about here.
It is a turn based system. Don't make me prove it. Don't waste my energy please.
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Just remake Jagged alliance 2 mechanics to fonline :)
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I don't think a system like that would be translatable to RT mechanics.
But yeah Jagged Alliance system is great I tried the 1.13 Multi in LAN and it was quite awesome.
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We talk about TB not RT :)