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Co-op tactical rpg: realtime vs turnbased

Started by March 03, 2006 12:47 AM
11 comments, last by Wombah 18 years, 11 months ago
Quote:
Original post by Wombah
I take it that means I have three seconds to choose my actions for the next turn? Or how do you mean that the execution of commands is done in realtime?


You can take all the time you need for your turn. Maybe a thirty second limit or something would be okay, but you can take longer to set up the maneuvers than they actually take to execute. This saves time by having everyone make their decisions simultaneously, rather than rushing players.
Quote:
Original post by Iron Chef Carnage
Turn-based controls with realtime execution of commands. Everyone takes their turn at the same time. Use some kind of "tick" or action point system so that your character can do three seconds' worth of actions per turn. Running, shooting and diving under a table might be your move for one turn. So you set that up, and your guy runs, shoots, and dives under a table while all the other players' characters do their moves. If the other guy's thrown lamp hits your dude while he's shooting, then he falls down and fails to get under the table, and you start your next "turn" sprawled on the floor.

No waiting for six other turns, so bitching about "TEH LLAAAAAGGGGG" and the option to replay the whole event in realtime to get the full ass-kicking effect. It allows for seamless transitions from sniping to dodging to melee combat to operating a vehicle without confusing control screw-ups. Bonuses for time spent focusing your attention or a period of stout bracing could be your buffs and tanking. Unlimited contextual interaction with the environment becomes possible, and endless tactical variation. It could be played on dial-up with no real trouble, and still be awesome enough to justify smacktalk.


From what I understand, this is how Laser Squad: Nemesis plays.

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Thanks for the input so far. I really like the 'turnbased controls, realtime execution' and hiding-the-turns-when-not-in-combat/action gameplay, but it is not without its problems. The main one is that I'd really like the players to be able to split up. I'm imagining scenes like Rainbow Six with one group going by the back door while the others go in the front etc., but where all the characters are players.
Now, this could lead to situations where one part of the group enters a combat/action scene while the others are still running towards the back door, and even though it is realistic, it might suck to have to go into turn-mode and not be near the action. Or it might work out fine. Either way it seems like the best option so far, if no one has a better suggestion.

[edit]
Just took a look at Tactica Online, and it seems to correspond to my wants pretty well from what I read on the site. Still in beta though, so I'll reserve the right to not like the final product. :) Thanks for the tip lightblade.
[/edit]

[Edited by - Wombah on March 4, 2006 12:49:38 PM]

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