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Read the full topic: Things that have gone over well in other rpg's

Author Things that have gone over well in other rpg's
Georg Zoeller
Senior Technical Designer


Joined: 27 May 2003
From: Austin, TX
Posted: Sunday, 25 July 2004 10:14AM
Quote: Posted 07/24/04 23:29:46 (GMT) by Cartacos

Quote: Posted 07/24/04 23:24:01 (GMT) by Kevin Lynch

Having played ToEE, and enjoying the combat design, I've since come to the conclusion that the pseudo-realtime combat is the better choice. This is the method where you can pause (or have set autopause) and issue commands to your party members at will. Then you can let it go. If you don't want to have slow combat, you can go at it in realtime as you please. ToEE's combat really slowed the game down to a crawl and I think moving away from full turn-based combat is perfect. Even with games like FO, it could have been easily done with a nice pseudo-realtime system to speed up gameplay.

That way, you can still get all the strategy, tactics, and magic aiming you need, while allowing the player to set it up the way they like. BG2 had it right for a party-based game.

There is a problem with that though

I aim a Fireball, and by the time i'm finished Casting the target has moved out of the spot i targeted, which never happens in PnP or turn based CRPGs

I should be able to aim Magick after casting, or pick a enemey to be the Target and not a piece of terrian

In NWN, when you aimed the fireball on a creature, you would cast it on the creatue, regardless of movement or not...
_________________
georg zoeller
senior rules and systems monkey
[da | me]
My custom NWN content

ceterum censeo ambulatiuncula esse delen
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