We also have users that are looking for page 2 of subforums that don't have a page 2.For reference, Codex do have RTwP fans.
Would love to see the other takes
So turn-based with asynchronous turns? Cool.
Faster actions making your next turn come up faster makes sense, I suppose, but it could lead to anything other than aiming/firing being disincentivized. Firing a gun in a turn-based game typically has an 'unrealistically' high action point cost (compared to say movement), presumably to avoid that.
Save the failures next time! The one you showed was cool, but went off very smoothly ... seeing the challenges of the system would be really cool as well. It was almost hard to learn from this one, you made it look too easy.Sadly I didn't save the other videos.
Shows promise. I'm gonna pledge but isn't 150k a little bit high of a goal?
Anyway... good luck.
Yes, 7.62 can be very overwhelming sometimes, it's a very hardcore kind of game.
Marauder, on the other hand, shows just how much potential that system has. It removes a lot of elements and reduces you to 1 character for most of the game, but then throws you against ridiculous odds:
In a Turn-based game you would certainly die, standing still while 20 enemies took their turn, and in real-time it would be too fast & devoid of tactics. But this "per time" system makes that every single second counts. You kill a guy, see that the other will take a few seconds to reach you, so you might have enough time to load two more bullets and prepare the weapon again... oh, and you & everyone die in 1-2 shots.
Seriously, defending your home alone from 20 raiders with this system is one of the most intense gaming experiences I had.