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Old February 8th, 2001, 02:29 AM
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Default Re: Interview With Aaron Hall

Personally, the very best tactical combat game engines I've ever seen have been the ones that were turn based and used a fixed number of "action points" for each units round of tactical combat. Each action peformed took a specific number of a units' allocated points per round. As units got more experienced, they got more action points to spend per round. Using specific types of equipment also reduced or raised the number of action points you had to spend. The best examples of this that I can think of offhand are the classic games XCOM and both of the 'Fallout' series RPGs. I've often wondered why none of the 4x games ever adopted this approach. Seems it would have been a natural fit for the tactical combat (shrugs).
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