i'm currently playing poe on POTD on a fresh 2.03 run thru the game (yes, i love POE fuck all of you) while also concurrently playing thru BG1 (currently about to go to baldur's gate, but want to do durlag first) and it's actually a very good exercise in RtwP design education if you will.
i go from poe to bg1 and have immediate examples of what is better handled in what context and i'mable to compare the two on the fly, without nostalgia glasses. Infinity rtwp is much better implementation of... RTWP combat
HOWEVER PoE rtwp is a completely different and new implementation of rtwp that eschews the RTS design philosophies which have been the core of rtwp rpg combat for decades in favor of an attempt in layering the poe rtwp system with mechanics and modifiers (multiple unit states of recovery independent of animation, universal movement most of the time in terms of speed so there's little point in outrunning a mob unless you're buffed/geared to do so specifically, punishing any and all movement during battle that's not made without taking into account proximity of enemy engagement threat-zone, etc)
honestly i fucking LOVE poe's rtwp combat. but you know what? i am also loving bg1 right now. they're just different rtwp systems, one is more reactive (infinity engine) and requires careful and strategical manipulation of your units mobility in order to best utilize the game tools, and the other is less about unit manipulation in terms of mobility but rather the poe system asks player similar things that non-rtwp crpg tactical combat games ask and the player has to invest his focus not on reacting to enemy movement but on anticipation of unit placement, on evaluation of unit tools in order to best take advantage of the enemy's movement, i.e. complete opposite of bg style basically optimal way to play is to move as little as possible by emphasizing the opening gambit and making tactical use of a specific place and organizing your units formation in ways that tactically benefit from engagement so as to lock down the enemy and force them to trap themselves into getting flanked by two of your units or getting seperated from the rest of his enemy allies since attempting to flee from your unit engaging him guarantees his death.
just like sensuki as mentioned countless times it is an implementation of rtwp that emphasizes design ideas and player choices that are normally made in turn-based CRPG's or war-games, and it is absolutely and completely different in every level imaginable from infinity engine rtwp.
but it's not worse. it's different. and for a lot of players like myself who do NOT enjoy rts games (never have, never will), it's the most enjoyable rtwp combat i've ever experienced. 10/10 would shill for obs again.
i go from poe to bg1 and have immediate examples of what is better handled in what context and i'mable to compare the two on the fly, without nostalgia glasses. Infinity rtwp is much better implementation of... RTWP combat
HOWEVER PoE rtwp is a completely different and new implementation of rtwp that eschews the RTS design philosophies which have been the core of rtwp rpg combat for decades in favor of an attempt in layering the poe rtwp system with mechanics and modifiers (multiple unit states of recovery independent of animation, universal movement most of the time in terms of speed so there's little point in outrunning a mob unless you're buffed/geared to do so specifically, punishing any and all movement during battle that's not made without taking into account proximity of enemy engagement threat-zone, etc)
honestly i fucking LOVE poe's rtwp combat. but you know what? i am also loving bg1 right now. they're just different rtwp systems, one is more reactive (infinity engine) and requires careful and strategical manipulation of your units mobility in order to best utilize the game tools, and the other is less about unit manipulation in terms of mobility but rather the poe system asks player similar things that non-rtwp crpg tactical combat games ask and the player has to invest his focus not on reacting to enemy movement but on anticipation of unit placement, on evaluation of unit tools in order to best take advantage of the enemy's movement, i.e. complete opposite of bg style basically optimal way to play is to move as little as possible by emphasizing the opening gambit and making tactical use of a specific place and organizing your units formation in ways that tactically benefit from engagement so as to lock down the enemy and force them to trap themselves into getting flanked by two of your units or getting seperated from the rest of his enemy allies since attempting to flee from your unit engaging him guarantees his death.
just like sensuki as mentioned countless times it is an implementation of rtwp that emphasizes design ideas and player choices that are normally made in turn-based CRPG's or war-games, and it is absolutely and completely different in every level imaginable from infinity engine rtwp.
but it's not worse. it's different. and for a lot of players like myself who do NOT enjoy rts games (never have, never will), it's the most enjoyable rtwp combat i've ever experienced. 10/10 would shill for obs again.