Sometimes having allies helps, but the choice is yours. You either ask for help (see the dialogue screen) or you handle it all by yourself in a variety of ways.Deacdo said:This is interesting, but I'd still strongly prefer some control over the people in my team, even if it limited to directing their position or who to attack. Otherwise I'd rather not have any allies at all.
I think that party-based games work best with class-based systems and skill-based systems really shine in single-player games.Somewhat surprising to see a game with turn-based combat where you're the only character, for the most part, though.
It also shouldn't mean there is no communication between you and your allies. Seems like a good way to get killed, to me.Vault Dweller said:Sometimes having allies helps, but the choice is yours. You either ask for help (see the dialogue screen) or you handle it all by yourself in a variety of ways.
If you do ask for help, that shouldn't mean that you are the one in charge and that everything would happen the way you want.
I think skill-based systems are best for all things (though class based systems are still OK).I think that party-based games work best with class-based systems and skill-based systems really shine in single-player games.
Let's say that you were robbed by some bandits, you find the location of the camp, go to a nearby town and ask for help. Let's say that you were persuasive enough to convince the guards to send a small detachment of guards to deal with the bandits. Your role is to show the place, maybe do some scouting, if you are a sneaky type, etc. When the combat starts though, the guards won't pay any attention to you, won't try to protect your ass, etc. They would assume that if you are smart, you'll get the fuck out of harm's way, and if you are stupid, well.... Makes sense?Deacdo said:It also shouldn't mean there is no communication between you and your allies. Seems like a good way to get killed, to me.If you do ask for help, that shouldn't mean that you are the one in charge and that everything would happen the way you want.
The problem with skill-based party-based games, imo, is that there is no need to develop speech skills for more than one character. While an entire party can fight and thus benefit from a variety of combat skills, only one person can talk at a time. Granted, a party member can interrupt a conversation (Arcanum), but I doubt it would work well all the time.I think skill-based systems are best for all things (though class based systems are still OK).
The problem with the lack of communication is if you're involved in the fight. All the rest is great, but doesn't really have anything to do with communicating just before and during a fight if you're a fighter type.Vault Dweller said:Let's say that you were robbed by some bandits, you find the location of the camp, go to a nearby town and ask for help. Let's say that you were persuasive enough to convince the guards to send a small detachment of guards to deal with the bandits. Your role is to show the place, maybe do some scouting, if you are a sneaky type, etc. When the combat starts though, the guards won't pay any attention to you, won't try to protect your ass, etc. They would assume that if you are smart, you'll get the fuck out of harm's way, and if you are stupid, well.... Makes sense?
While the guards are fighting, you can join them if you are a fighting type, or loot the place quickly, or bring in more bandits if you are a double-crossing type.
It's no different with class based systems. Those same issues are still noticeable in any class based RPG title I've ever seen.The problem with skill-based party-based games, imo, is that there is no need to develop speech skills for more than one character. While an entire party can fight and thus benefit from a variety of combat skills, only one person can talk at a time. Granted, a party member can interrupt a conversation (Arcanum), but I doubt it would work well all the time.
What do you mean? Like coordinating attacks? Calling for help? Give me some examples.Deacdo said:The problem with the lack of communication is if you're involved in the fight. All the rest is great, but doesn't really have anything to do with communicating just before and during a fight if you're a fighter type.
TB mode and you can do whatever you want: fight, run, loot, talk, sneak, etcBTW, how is it going to work when the guards battle the bandits and you're not involved? With it be cutscene style or will it go into TBed mode and you'll have to sit through the whole thing?
True, but at least a good class-based system will make characters more distinctive.It's no different with class based systems. Those same issues are still noticeable in any class based RPG title I've ever seen.
I wanted to make a game with many choices and consequences. A lot of "neat stuff" is in dialogues and windows (i.e. I don't need to show climbing over a wall animations as a simple window stating that you have successfully applied your mad climbing skillz and now are on the other side of the wall will do.)BTW, how ambitious are your design goals for this game? Seems like you're trying to do a lot of neat stuff....
Vault Dweller said:What do you mean? Like coordinating attacks? Calling for help? Give me some examples.
TB mode and you can do whatever you want: fight, run, loot, talk, sneak, etc
That's a feature I find is related to skill systems, not class systems. AFAIC, class-based systems just add artificial restrictions and most characters of the same class are too similar.True, but at least a good class-based system will make characters more distinctive.
That's good. Will it be a big game? Are you doing this project alone? Do you intend to go the route of Spiderweb software (et al) and try and sell the game over the 'net?I wanted to make a game with many choices and consequences. A lot of "neat stuff" is in dialogues and windows (i.e. I don't need to show climbing over a wall animations as a simple window stating that you have successfully applied your mad climbing skillz and now are on the other side of the wall will do.)
No. Usually you deal with 2-3 enemies at a time since there is no party, so waiting for a turn isn't an issue there.Deacdo said:OK. BTW, is there any "simultaneous" movement for when you have a lot of allies/enemies ahead of you before your turn?
I was talking about different classes. Agree about restrictions though.AFAIC, class-based systems just add artificial restrictions and most characters of the same class are too similar.
Same length as Fallout. 7-people team. Yes.Will it be a big game? Are you doing this project alone? Do you intend to go the route of Spiderweb software (et al) and try and sell the game over the 'net?