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Which one should I use? |
Phased Combat |
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35% |
[ 5 ] |
Turn-based Combat |
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64% |
[ 9 ] |
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Total Votes : 14 |
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Message |
LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Wed Dec 20, 2006 10:29 pm Post subject: |
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cowgod wrote: | I really like the idea of phased combat though. Maybe it would be more appropriate for a hardcore strategy game (either an RPG or pure strategy) with little or no randomness. |
Maybe, but not at the granularity that you suggest. The Disgaea games (as well as the other games made by Nippon Ichi) are about as hardcore as you get for strategy games(*), and they are frightfully deterministic; the only things in the games which are not random are stat-related actions.
Now, the games turn system is odd: its "phased", in the sense that your party and your enemy's party take turns attacking each other. However, within a given "phase", character actions are turn-based.(+)
Regardless, I much prefer turn-based in strategy games, as well, for pretty much the same reasons I mentioned earlier. Overall, though, I think a phase system would probably slow down the gameplay, without actually adding much to it.
This nonsensical post brought to you by the Leo Needs a Vacation, Foundation.
(*) Arguably, NI's games are tactics games, rather than strategy games; that said, not many "strategy" games exist, in the truest sense of that word. The upcoming Supreme Commander supposedly will have a true strategy element. However, my argument here is regarding the typical use of "strategy", when referring to video games. Of course, if we are talking about something like MoO3 (sadly, have not played the earlier games) or Civilization, "phases" seem to be the big thing.
(+) Sort of: actually, the player can set up enormous action chains, which essentially resemble a "phase", in your sense. However, the player is not limited to this, and can, mostly, just execute actions on individual characters however he wants. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Thu Dec 21, 2006 1:28 am Post subject: |
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Quote: | Let's say I know that a Goblin has 30 HP. I have 2 characters who inflict 25-34 points. Each one has a 50% chance of killing the goblin in one hit. Do I attack the same Goblin with both or not? Ensuring that it's dead prevents it from damaging me, but hitting a dead character is a waste. |
Thats the kind of randomness that makes strategy more challenging and variable for phased based games cause the same strategy doesn't always work out with the same results.
If you really need the precision-point strategy, then turn based games provide that. Atleast you can fine control what you do if your first character doesn't kill the enemy on the first turn in turn based games.
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cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
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Posted: Thu Dec 21, 2006 5:42 pm Post subject: |
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I really want phased combat to work, but the more posts I read about it, the more problems come up.
I think I'll go with simple turn-based combat for casual RPGs and turn-based combat with action points for hardcore RPGs. Even so, I'd like to make a game with phased combat some day even if only to say that I have done it.
But I'll leave that for the distant future when I'm not living practically in poverty. :)
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RampantCoyote Demon Hunter
Joined: 16 May 2006 Posts: 546 Location: Salt Lake City, Utah
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Posted: Thu Dec 21, 2006 8:33 pm Post subject: |
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I accidentally clicked the wrong choice in the poll. I meant turn-based.
Especially for a more casual RPG (seems like that's all the rage now, after Aveyond's and Cute Knight's success), you want things simple. Phased combat removes the immediacy of the decisions from the players, which can be both confusing and frustrating. And less accessible. _________________ Tales of the Rampant Coyote - Old-School Game Developer talks Indie Games, RPGs, and the Games Biz
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