It's an rpg about survival, not a strategy game centering on tactics. The idea is that other people are unpredictable, that they can panic, become stressed, not trust you, and not all of them are going to be reliable.Zhukov said:That was looking vaguely promising... until the AI partner started moving on his own.
Yeah. Uncontrollable party members. Whose bloody idea was that?
Say goodbye to plans, tactics or coordination. Want to leave a lookout outside the building while the rest of you clear and loot it? Nope! Want to have everyone covering different angles? Nope! Want someone with a gun on overwatch in case of surprises while the others melee zombies? Nope. Want to split up to cover more ground? Nope! Want to flank or surround an entrenched enemy? Nope!
Bleh.
That sentence is essentially meaningless.infinity_turtles said:It's an rpg about survival, not a strategy game centering on tactics.Zhukov said:That was looking vaguely promising... until the AI partner started moving on his own.
Yeah. Uncontrollable party members. Whose bloody idea was that?
Say goodbye to plans, tactics or coordination. Want to leave a lookout outside the building while the rest of you clear and loot it? Nope! Want to have everyone covering different angles? Nope! Want someone with a gun on overwatch in case of surprises while the others melee zombies? Nope. Want to split up to cover more ground? Nope! Want to flank or surround an entrenched enemy? Nope!
Bleh.
I have nothing against mechanics where your party members can lose their shit and panic or run away. That sort of thing can add to the complexity by making you avoid situations that can cause them to do that.The idea is that other people are unpredictable, that they can panic, become stressed, not trust you, and not all of them are going to be reliable.
Tactics does not mean controlling all our resources exactly. If something is unpredictable or unreliable you adjust. As a thematic game with a heavy focus on trying to keep allies happy, and weighing the usefulness of individuals against how much you like them, it's a choice I like. If your best bud panics easily when hurt but doesn't like to do what's told and you have to choose between him and the asshole who knows that in serious situations you put stupid shit aside and can handle a gun? That's a better choice for a game focused on role-playing and survival then one between an asshole with better stats and a cool guy with worse stats and a negative trait that can be managed. The ability to control other characters de-emphasizes that choice because smart control can make it far less impactful.Zhukov said:That sentence is essentially meaningless.infinity_turtles said:It's an rpg about survival, not a strategy game centering on tactics.Zhukov said:That was looking vaguely promising... until the AI partner started moving on his own.
Yeah. Uncontrollable party members. Whose bloody idea was that?
Say goodbye to plans, tactics or coordination. Want to leave a lookout outside the building while the rest of you clear and loot it? Nope! Want to have everyone covering different angles? Nope! Want someone with a gun on overwatch in case of surprises while the others melee zombies? Nope. Want to split up to cover more ground? Nope! Want to flank or surround an entrenched enemy? Nope!
Bleh.
"It's an rpg". So what? That means it shouldn't allow for tactics? It's also a turn based game, and a turn based game that prevents you from using plans is just a slog where you take turns hitting each other with your numbers.
I have nothing against mechanics where your party members can lose their shit and panic or run away. That sort of thing can add to the complexity by making you avoid situations that can cause them to do that.The idea is that other people are unpredictable, that they can panic, become stressed, not trust you, and not all of them are going to be reliable.
However, that sort of thing shouldn't replace tactics by saddling you with thick-as-a-brick AI allies (and make no mistake, they will be thick as bricks) that can't do anything complex and will inevitably shit all over your best laid plans.