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Real-Time or Turn-Based RPG Combat Systems

Poll: Which combat system do you prefer in a CRPG?

Which combat system do you prefer in a CRPG?

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#1 User is offline   SimeSublime Icon

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Posted 14 January 2005 - 04:58 AM

Reading one of the other topics I noticed a small debate on the above question.

I favour the combination system found in Knights of the Old Republic and Baldur's Gate, among others. It's not as slow and dragging as turn based, but it allows you to pause at any time and be as tactical as you want, something that you can't do in real time.
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Posted 14 January 2005 - 06:12 PM

The combo works well for single player RPGs. They are entirely too slow to be totally turn based these days, and it's lame watching your guy stand there and swing his weapon at the enemy and the enemy sit there and get hit, and then it repeats with the enemy hitting you. KoToR had a spiffy battle system.
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Posted 14 January 2005 - 07:07 PM

I'm a fan of whatever comes around. Turn based gives the programmers more freedom (on a hardware level) so you tend to get bigger and badder monsters\summonings. + Turn based is purely tactical. Realtime requires reactions, which can be a pain in the arse when aformentioned summoning misses it's target by half a pixel. The combination needs to be done well (not in an out of control sense)., but KOTOR's a good example. The introduction of the pause key breaks it up a little. BG could be organised to go turn based (if you switched on all the prompts).

The main problem I have is does something like Grandia II fall into the turnbased or the combination camp? All it really is a realtime game with a prompt for actions. If you switched on the autotactics, it happily goes on it's own. It's a speed question really. Turn based combat takes longer to resolve. If there's something to keep you occupied (people running around, swinging lightsabers at each outher

I'd prefer to let each game stand on it's merits. There's space for all in my games library.
But if I have to vote it'll be for the choice system in fallout tactics (not technically an RPG, but you can play it however you choose).

This post has been edited by Laughlyn: 14 January 2005 - 07:09 PM

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Posted 14 January 2005 - 07:13 PM

As said before, I like the real-time. Seeing as the only RPGs I've played are Diablo, Golden Sun, and Dragon Warrior 3, I don't know what a combo type plays like. Mostly the reason why I like Diablo types are because you can always see the mosters coming, and when you clear a room, you know it's clear. None of the random battles. Of course the problem there lies in that you get a fixed XP income, and if you get to a part that you aren't high level enough for, tough shit.
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Posted 14 January 2005 - 07:23 PM

Monsters can respawn dude. like diablo's restart system. You could see them in Grandia too (and ambush them) Lack of XP is a design flaw. Out of the 3 you mentioned I' have to pick Diablo though. To many good memories and broken mice....
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Posted 14 January 2005 - 08:04 PM

QUOTE
diablo's restart system

Ahh.. forgot about that.

I played DW3 on my GBC and thouroughly enjoyed it. That was when I was 11.

And I just hate the FF games. I can't stand them.
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Posted 14 January 2005 - 08:57 PM

ROME TOTAL WAR. Realtime battles, Turned based economic system.

For anybody who values a good RTS/Ceaser Game, than RTW is for you. This game is just so damn good it hurts. Not to mention some evil genious made a MOD for that game that increased it's greatness to UBER AWESOME.

Rome total War. Play as the greeks, Romans, Thrascians, Ptolemies, Gaul, Germania, Iberia, Carthage, Briton and much much more.

Every nation has unique units and characteristics. The game will blow you out of your chair and make you want to come back for more.

Remember my Warcraft 3 obsession? Probably not, But RTW makes WC3 look like the winner of the suck best fest.

www.rometotalwar.com
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Posted 14 January 2005 - 10:37 PM

Nice ideas, but can you play it multiplayer yet (I mean FULL multiplayer, not just the battles) or is it included in a pointless attempt to grab some column inches Molyneux style to sucker people in?

(Laughlyn suffers from lords of the realm 2 syndrome)
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Posted 16 January 2005 - 10:05 AM

I haven't played Rome yet(though I'm hoping to get it soon), but I loved it's precurser, Shogun. That I would say was like a very indepth version of chess. Similar to the board game Diplomacy. But when the pieces came into the same area, the battle was RTS style. Personally, I hated that, so thankfully there was an option to just 'let the computer do it', which will just bring up a screen of how many died, and who won.

On a related note, a friend of mine put forward the article that real time was more realistic then the 'combination' method in Baldur's Gate, as in a real battle you don't have time to stop and think about what spells you want to cast. My rebuttal was that a wizard memorizes x amount of spells per day, that they would be able to instantly cast any spell at their disposal. It's just I have to pause it as my reflexes are too slow(or the menu is to intricate). Any thoughts?
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#10 User is offline   Laughlyn Icon

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Posted 16 January 2005 - 12:31 PM

From a designers point of view, Real time's fine if you're playing as one character, anything more than that and you're going to lose valuable time switching around menus. Which in turn leads to frustration when you have to click on the exact spot/enemy for spellcasting, and said enemy is running around the scenelike a lunatic. Ultimately it's all down to the interface, the more complex the game, the less likely it is to work in realtime.

Oddly enough, when I played BG multiplayer the pause button was banned. My mates was using the mage and kept frying the paladin with stray fireballs. Caused many a fist fight I can tell you.....
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Posted 16 January 2005 - 12:53 PM

How about this. For each character you have there is a picture on the right side of the screen. Surrounding the large pictures of the characters are attack and spell buttons. That makes it easy to cast a spell. Just click the spell you want and since it's right next to the character you want all you do is click on the enemy. To make it easier to get the enemy, each foe has a picture on the left of the screen. Just click a spell or attack, then click on the enemy picture, and presto! Also when you move your mouse over the pictures, the corresponding enemy or party member is highlited.

Anyone making games can contact me for purchase of this idea.
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Posted 16 January 2005 - 04:26 PM

Nice idea dude, but the average crpg mage has about 20+ spells at his disposal, any of which you' need to have ready in Sime's example, so you need 20+ pictures x 4+ characters = way too much screen space! Plus you'd need different pictures for each individual enemy so you don't have to scroll through them constantly looking for the right target. Colour is a quick solution, but i'd rather not fight a battle against some technicolour kobolds.
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Posted 17 January 2005 - 06:31 AM

Which is why I like to be able to pause it at any time. Makes things that much easier for my lack of coordination.
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#14 User is offline   floppydisk Icon

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Posted 17 January 2005 - 03:07 PM

QUOTE
Nice idea dude, but the average crpg mage has about 20+ spells at his disposal, any of which you' need to have ready in Sime's example, so you need 20+ pictures x 4+ characters = way too much screen space!


Not every character has spells. Some may only have attack. Or you could only put your most used spells there.

QUOTE
Plus you'd need different pictures for each individual enemy so you don't have to scroll through them constantly looking for the right target.


That was my point.

QUOTE
Colour is a quick solution, but i'd rather not fight a battle against some technicolour kobolds.


They would only have wacky colors when you hover over thier pics.

I'm not against the pause feature, just brainstorming.
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#15 User is offline   Laughlyn Icon

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Posted 17 January 2005 - 07:10 PM

Dude, what I was saying is that you're moving the problem from the main screen to the borders. You still have to identify the enemy from the pictures, which if there's a large mob of similar monsters could take a while. Plus the targetiing for area effect spells could get badly screwed.

Some characters may only have attack, but they may have other moves\abilities (look at BG2) which you might need quick access to. Inventory items would need to be quick accessed as well.

Oh and the spell list was Simes point. Lots of spells and no time to select them. most used is fine, but when you need to pull that turn undead spell out of your back pocket after casting healing spells all day, you're gonna get creamed whilst in the menu.
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