chrisbeddoes
Erudite
http://www.rpgdot.com/index.php?sid=38f ... b1bef6745e
http://forums.interplay.com/viewtopic.p ... c&start=15
http://forums.interplay.com/viewtopic.p ... c&start=15
(J.E. Sawyer ) Summary: yes, balancing real-time and turn-based will take time. Yes, real-time and turn-based battles will not play out the same even under the most ideal circumstances. However, enough people are DIE-HARD ADAMANT about only playing one way or another that we believe it is genuinely important to pursue. Will turn-based combat be as balanced as it would without any real-time component? Of course not, but if the difference of that balance is minor, I believe allowing both of the die-hard groups to have a fundamental element of play to enjoy is important.
And to be honest, any time you try to push the "we can only have one and make it work right" to a distributor or buyer, the one they want is going to be real-time. I'd rather have a real-time and turn-based component at 80-90% of its potential than a real-time component at 100% and no turn-based components. I know it bothers a lot of you guys, but I don't honestly know how else to explain it.