Quote:Original post by Nytehauq I never get why people assume that real time combat is inherently less tactical. Do military squads pause time for a second when they enter combat? |
I admit that my game's combat will not have the strategy that it might if it were turn based (even though I have never seen a melee turn based combat system - so I'm really just guessing).
In the military, I would imagine they plan the entire battle out before dropping off troops, then make small changes as they progress. In huge compains like that of the Civilization series, months and years went by between the combat. So there was plenty of time to think about the next move. Even though X-Com was more on the soldier level, I really hated playing the game in real-time. It was 500% more fun for me with turn based mode. In reality, real-time mode removed everything that made it interesting. This doesn't really apply to my situation, so I'm just saying turn-based systems will always have a place with me.
Even though a soldier needs to be tactical, it's on a much smaller scale. And that is the level that may game is controlled, from the soldier (it's non-militaristic, though :P). I want to avoid hack+slash combat, but that seems a lot more difficult to me than it sounds. How does one avoid it, exactly? Is it the level of detail? The number of options during combat? So just by throwing in more options, I add more strategy? Magic or special weapons (guns), mounts in battle (horse + sword), arching, interactive terrain objects, etc? Do these things help? Arching is already on the todo list, but the others are on the maybe list.
What would make real-time melee combat more tactical?