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-   -   OT) Best Turn Based Game: Fantasy or Space or War (http://forum.shrapnelgames.com/showthread.php?t=8913)

Fyron March 26th, 2003 09:14 PM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
KlausD:
Quote:

IMO its not only not hard its fully impossible. The spirit of tactical SE4 combat lies in that what you call "stupid quirk". What you dont like -the "disjointed movement and firing phases" are very important and nice to play (at least for turnbased fans) This kind of sequence is not a quirk, it a achievement of long standing gaming traditions. (computer and board)
<font size="2" face="Verdana, Helvetica, sans-serif">No, it is not an achievement, it is an old limitation. I am a turn based fan; I do not like how se4 handles movement and firing phases.

Quote:

Then I dont understand why you are for a real time engine in SEV ship combat. If I hate something I am not for it.
BTW - RT games could be both strategic and tactical in scope. As TB games could be. The mode of play has nothing to do with the scale of game.
<font size="2" face="Verdana, Helvetica, sans-serif">As I have said repeatedly, real time combat for se5 has no correlation with RTS games. There are no similarities at all.

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Maybe you have a different approach what "balanced" and " realistic" mean than I. Maybe you an explain when a game is for you realistic and balanced.
<font size="2" face="Verdana, Helvetica, sans-serif">The "quirks" of turn-based combat are what makes it unbalanced and unrealistic.

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Secondly there are no problems at all with "all turn based combat systems". They are fine as they are. (at least if they are good designed)
<font size="2" face="Verdana, Helvetica, sans-serif">No, they are not fine. The disjointedness of them causes absurd possibilities like a ship being able to move within range (and range of the enemy too), fire its weapons, then run away, with absolutely no possibility for the defender to do anything (assuming the attacker is faster, same range of weapons). Please tell me how situations like this are balanced or realistic. Real-time processing of orders eliminates these sorts of "quirks" of turn-based combat.

P-D:
Quote:

What Fyron's refering to as a "stupid quirk" is the way an -entire side- moves and fires at once. All your ships can be destroyed before they even do anything. Even turn-based systems can get rid of this, through initiative and not letting one side move all its units at once, and/or having phases of "Player 1 moves, Player 2 moves, both fire".
<font size="2" face="Verdana, Helvetica, sans-serif">Even phased systems are imperfect. They can often create needlessly-complex rules systems, and still have many of the "quirks" of "normal" turn-based combat. What real-time combat is is a phased movement/firing system, but with continuous phases instead of segmented phases.

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I'd prefer a system like Combat Mission's myself; give orders, click go, watch them play out.
<font size="2" face="Verdana, Helvetica, sans-serif">That is exactly what pausable real time combat is. http://forum.shrapnelgames.com/images/icons/icon12.gif

QuarianRex:
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This problem isn't really present in SEIV. You tend to start far enough away that niether player can get the "jump" on the other.
<font size="2" face="Verdana, Helvetica, sans-serif">It has happened in every se4 combat I have ever seen.

Dogscoff:
Quote:

For combat, a real-time system might be made to work, but I'd prefer to see this done entirely by the AI with indirect human guidance, ie like strategic combat from se4 (although the strategic combat Ai=I would have to be improved considerably). Even with a "pause" mode in realtime tactical combat, you'd still miss opportunities if you weren't quick enough on the pause button, and the whole thing would be a horrifically slow mess with multiple humans anyway.
<font size="2" face="Verdana, Helvetica, sans-serif">Most MP games of SE4 are done with strategic combat. Only hot-seat games can use tactical anyways. Real-time execution of strategic combat would not pose any problems. Hot-seat games already take a long time as it is. Real-time tactical combat would not be much slower, as long as you limit the number of pauses each player can make (so you don't get the combat paused every 2 seconds- which defeats the purpose of real-time anyways).

Phoenix-D March 26th, 2003 11:27 PM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
"That is exactly what pausable real time combat is"

No Fyron, it's not. In combat mission you give your orders, hit go..and then wait for one minute. No matter what happens in that minute, there is -nothing- you can do. Pauseable real time you can adjust your orders at any time, combat mission only at the begining of each turn.

Phoenix-D

Fyron March 27th, 2003 12:45 AM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
Ok. So you get to pick how long you wait instead of it being forced at 1 minute intervals. This is bad how?

alchemy March 27th, 2003 12:56 AM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
I would also love to have a combat resolution system similar to Combat Mission's! http://forum.shrapnelgames.com/images/icons/icon6.gif

If Aaron called it Gold Plus and charged money for it, I would gladly purchase it, in a heartbeat. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D March 27th, 2003 01:50 AM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
"Ok. So you get to pick how long you wait instead of it being forced at 1 minute intervals. This is bad how?"

Because it works better that way. http://forum.shrapnelgames.com/images/icons/icon7.gif More fun.. Minor benifits like PBEM working much better- i.e. at all, since both players don't have to be there. Even regular multiplayer tactical works better, since you don't have the other player pausing and unpausing combat all the time. It better represents combat, as well; units don't respond instantly.

Phoenix-D

Fyron March 27th, 2003 01:53 AM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
PBEM uses strategic combat, so there is no concern about both players having to be there for combat; it is run by the AI.

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since you don't have the other player pausing and unpausing combat all the time.
<font size="2" face="Verdana, Helvetica, sans-serif">That is why you have a configurable limit on the number of pauses per combat (including a no limit option as default, of course). The game could easily be set up to function in either method. All it needs is a few toggleable options. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 26, 2003, 23:55: Message edited by: Imperator Fyron ]

SgtBigG March 27th, 2003 02:20 AM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
Before I got SE IV, I filled my free time with The Operational Art Of War.

G

narf poit chez BOOM March 28th, 2003 06:09 AM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
yeah. the link to that article, anyone? a responce?
^
^
^

Phoenix-D March 28th, 2003 06:20 AM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
"PBEM uses strategic combat, so there is no concern about both players having to be there for combat; it is run by the AI."

Which means there's no difference between the two systems. I was really thinking about tactical-style PBEM, which is irrelevent to SE4..

"That is why you have a configurable limit on the number of pauses per combat (including a no limit option as default, of course). The game could easily be set up to function in either method. All it needs is a few toggleable options."

Defeats the purpose of being pauseable in the first place.

[ March 28, 2003, 04:29: Message edited by: Phoenix-D ]

Fyron March 28th, 2003 08:54 PM

Re: OT) Best Turn Based Game: Fantasy or Space or War
 
Quote:

Defeats the purpose of being pauseable in the first place.
<font size="2" face="Verdana, Helvetica, sans-serif">Well what would you do?


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