Mustawd
Guest
Having an AoO-type system combined with RTwP seems like a horrible idea.
I don't think I've played a single real-time RPG that I didn't wish I could pause, honestly.Stop playing shit game.
If you want strictly RTwP combat, choose UFO Aftershock or UFO Afterlight.
If you want optimization of time unit in RTwP combat, play Valkyria Chronicles.
The only advantage of RTwP over TB I see is that it saves you spending time on menial tasks like making multiple characters use generic attack command on multiple turns. Or if battle animations take a long time to play and they are roughly the same length in a RTwP and a TB game, RTwP game end up playing faster since animations play out simultaneously.
But on the other hand if the turn based system in comparison is designed well enough that you spend negligible amount or no turns at all doing shit that requires no thought on opportunity costs.
Ergo RTwP is only good in comparison to TB if turn based has shitty design and/or overly lengthy animations.
Now when it comes to RT vs RTwP, the only advantage of RTwP is having better control over multiple characters. But on the other hand if party AI worked well there would be minimal reason to give direct commands to more than one character in the first place. So in that case I see RTwP only as a compromise to RT for lacking AI, unless the AI is lacking for design purposes, such as for the sake of novelty experience.
tl;dr RTwP is only a good design choice if you can't come up with a good TB system, can't design a RT system with a functioning party AI or want to do it for the sake of novelty
The only benefit you can see from RTwP is as a time saver? Ok, did you not read my post not a few before yours? Now that you know that knowledge are you going to agree that "the only advantage" is hyperbolic crap, or start a meaningless and 10 page argument about how tactical manoeuvring is somehow not relevant to the debate?
The only benefit you can see from RTwP is as a time saver? Ok, did you not read my post not a few before yours? Now that you know that knowledge are you going to agree that "the only advantage" is hyperbolic crap, or start a meaningless and 10 page argument about how tactical manoeuvring is somehow not relevant to the debate?
Are you seriously trying to tout RTwP as being tactical?
RTwP is the only system which, most of the time, allows for tactical manoeuvring across the entire map. Some turn-based games probably do, but the default of turn-based is usually to lock you into some form of grid, or, worse still, root you to the spot.
RTwP is the only system which, most of the time, allows for tactical manoeuvring across the entire map. Some turn-based games probably do, but the default of turn-based is usually to lock you into some form of grid, or, worse still, root you to the spot.
Do you mean that vaguely worded statement? What does that even mean?
Why would RTwP have any bearing on the entire map of a combat encounter?
ID, to me it sounds like you're making a point between grid-based and gridless combat, which I'm not sure why you feel RTwP has anything to do with it.
So if I make a gridless TB game that automatically negates all the advantages of RTwP?
So if I make a gridless TB game that automatically negates all the advantages of RTwP?
I dunno mate, how will your team of adventurers all run in different directions at the exact same time they see the bad guy start to throw a grenade in the middle of your group?
Oh right, make it phase based turn based combat, oh, but wait, now you have to try and predict which way their psychopathic warrior of 3,000 Armour is going to run, you know, instead of seeing it in real time, pausing, and changing direction fluidly.
A good example of a mistake.Baldurs Gate?RTwP is a mistake
RTwP is salvageable
But that is a shitty player playing a shitty game. It has nothing to do with rtwp.
So if I make a gridless TB game that automatically negates all the advantages of RTwP?
I dunno mate, how will your team of adventurers all run in different directions at the exact same time they see the bad guy start to throw a grenade in the middle of your group?
Oh right, make it phase based turn based combat, oh, but wait, now you have to try and predict which way their psychopathic warrior of 3,000 Armour is going to run, you know, instead of seeing it in real time, pausing, and changing direction fluidly.
See? That's a good point actually. Jesus ID, took you long enough.
So you're referring to how fluid it is going in and out of combat? Yes, I guess that is an inherent advantage, as TB at some point needs to go into TB combat if movement is RT. Although, I will counter a bit that in the Avernum games both movement and combat was turn-based, so you could simply avoid combat by moving away (except for the encounters on the world map which would transport you to a totally different map). But I agree overall that RTwP "feels" better in terms of how and when you engage the enemy.