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Old March 19th, 2010, 07:37 AM
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Did anyone here play the old Age of Wonders game? It had two modes of play: full turn based and simultaneous turn based. Of course, given the nature of the game, this was on the strategic map, not tactical combat map.

Simultaneous mode worked so that everything happened more or less in real time at the same time (all sides giving orders such as moving units) until everything was done, but things did not progress to the next turn until after everyone had hit "End turn".

This could be some form of compromise.

Want another example, X-COM: Apocalypse had tactical combat where you could select either real time or turn based and in the real time variant you could pause it whenever you wanted. Of course, it was a single player game. In MP, that would have to be implemented using automatic pausing at intervals.


Personally, I despise RTS combat most of the time, so if at all possible, there should be an option of setting up a game to use a fully turn based model or to use whatever RTS/simultaneous turn based/continuous turn based alternative is implemented.

If a full RTS with auto-pausing is to be done, it should have the possibility to pause as often as desired in SP mode. I would very much prefer to have a fully turn based tactical combat for SP and for hotseat games it would necessarily have to be that.

How do these ideas sound?
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Old March 19th, 2010, 09:47 PM

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Default Re: Welcome Star Legacy Development Group!

Quote:
Originally Posted by Edi View Post
Personally, I despise RTS combat most of the time, so if at all possible, there should be an option of setting up a game to use a fully turn based model or to use whatever RTS/simultaneous turn based/continuous turn based alternative is implemented.
I agree. RTS combat is not the way to go for a serious 4X game. I think the best although I would not call it a compromise is the "WEGO" system as found in the Combat Mission games. Orders/instructions are given in a turn and then executed for a certain time frame at which point they attempt to be carried out and you can't make adjustments unitl your next turn. The PBEM system of Combat Mission was also one of my favorite and could work I think for multi-player PBEM as in SE4.

But a more traditional IGOUGO system is certainly prefered over anything RTS or RTS/hybrid to me.
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Old March 20th, 2010, 09:18 AM

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Default Re: Welcome Star Legacy Development Group!

While I'm wishing for random stuff how about the implementation of a simplified Z axis for the tactical portion of the game? More for the sake of game play than realism - if SL is to be 2d I'm thinking isometric sprites with an upper/middle/lower z axis. Something perhaps similar to the way different building stories were handled in the first two X-Com games. This would give the illusion of being able to attack from "above/below" and play for or against things like firing arcs and weapon mounts.
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Old March 20th, 2010, 03:03 PM
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Default Re: Welcome Star Legacy Development Group!

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Originally Posted by jars_u View Post
I agree. RTS combat is not the way to go for a serious 4X game. I think the best although I would not call it a compromise is the "WEGO" system as found in the Combat Mission games. Orders/instructions are given in a turn and then executed for a certain time frame at which point they attempt to be carried out and you can't make adjustments unitl your next turn. The PBEM system of Combat Mission was also one of my favorite and could work I think for multi-player PBEM as in SE4.
The "WEGO" system can be emulated by the "autopause" system I've described; simply set autopause interval to, say, 10 seconds, and "auto-unpause" to an obscenely long or infinite delay
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