Valderis said:
[REDACTED said:
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Valderis said:
*sigh* Damn morons, don't they understand that they can make a combat system that can handle both forms and please either side on this issue?
They actually specifically addressed this idea in their
blog.
They are wrong, all you need is a combat system that handles identically in both turn based and real time. You essentially have one combat system which is real time, however all of its elements are made to fit turn based combat, all you have to do to switch between the two modes is how time flows. In real time mode things flow normal, in turn based time skips along set increments.
If its done right you would not even need to develop a separate AI.
...And then you get a combat system like that of Neverwinter Nights which was... okay. When you divide real time into rounds, you still get awkward pauses in which no one is really doing anything, which is normally what you want to avoid with real-time combat.
I'm a Torment backer, and I voted for TB. At first, I thought the same as many other people in this thread did - Planescape and Baldur's Gate were in real-time, easy battles are slow and boring in TB (as opposed to fast and boring in RT), etc.
But then I remembered the hardest fights I had in Planescape and especially Baldur's Gate, the ones where I had to micromanage like crazy and basically mash the spacebar every in-game second to make sure everyone was alive and under control. I remembered how much of a pain it was to manage a party full of NPCs whose AI was basically good enough to do default attacks and not much else (don't get me started on spellcasters). I remembered fighting dragons in battles that took under a minute of in-game time but easily twenty minutes of real time.
Not to put too fine a point on it, but TB is really easier in most situations. Yes, it can be slow, but I'll take a slow, methodical fight over a hectic frenzy. Besides, we're adapting a tabletop roleplaying system, and Numenera, like most TTRPGS, is made for turn-based combat. Having the videogame be turn-based too makes for simpler rules conversion.