Re: Realtime or turnbased tactical combat?
"Held-Charge" and "Instant Charge" weapons are already present as weapons with different firing rates.
How would you physically explain a "Fixed Fire Charge" weapon?
"Gradual Charge" weapons would be interesting, but probably impossible to get the AI to use effectively. In the hands of the AI, they would either always be weak rapid fire weapons or they would always be powerful, slow weapons.
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