I believe it's been said a thousand times, but read below.
Turn based = take your sweet, sweet time planning your next strategic move.
Turn based = take your sweet, sweet time planning your next strategic move.
You're just throwing out a list of everything you can think of. So you seriously think all those questions have an answer that is totally relevant and strategically interesting? Really?Velocity Eleven said:on the surface, but RPGs dont just give you all your abilities you have to choose you're own development methods, getting different abilities at different times based off your decisions. Is double attack ever a worse option than single attack? depends, MP cost? recovery time? damage distribution? enemy counter effects? weapon degredation?CmdrGoob said:Is double strike or single strike is actually tactically different from each other? Hell no; one is strictly better and that's it. Or eg elemental strikes/spells - matching the appropriate element to the appropriate weakness ain't no fricken chess strategy. It doesn't require much thinking. You list a lot of things, but there are only a few things in there that are really strategically interesting beyond simply picking your strongest attack. I mean what are you actually going to do differently when you pick "double strike" instead of "attack" and how does it compare to what you are actually going to do differently if you pick an SMG over an assault rifle?
ok, so if you're fighting an ice monster and you are suppose to use fire spells on it... what about MP cost? multi-targeting? spell charges? what level of fire magic do you use? how do you make sure you've got a fire spell at this point? who do you give the fire spell to? would the time and effort have been spent elsewhere? who uses the fire spells?
there's more to it than just "what works best for right now" you have to think long term
I find that it allows you to understand you options betterCid SilverWing said:I believe it's been said a thousand times, but read below.
Turn based = take your sweet, sweet time planning your next strategic move.
yesCmdrGoob said:You're just throwing out a list of everything you can think of. So you seriously think all those questions have an answer that is strategically interesting? Really?Velocity Eleven said:on the surface, but RPGs dont just give you all your abilities you have to choose you're own development methods, getting different abilities at different times based off your decisions. Is double attack ever a worse option than single attack? depends, MP cost? recovery time? damage distribution? enemy counter effects? weapon degredation?CmdrGoob said:Is double strike or single strike is actually tactically different from each other? Hell no; one is strictly better and that's it. Or eg elemental strikes/spells - matching the appropriate element to the appropriate weakness ain't no fricken chess strategy. It doesn't require much thinking. You list a lot of things, but there are only a few things in there that are really strategically interesting beyond simply picking your strongest attack. I mean what are you actually going to do differently when you pick "double strike" instead of "attack" and how does it compare to what you are actually going to do differently if you pick an SMG over an assault rifle?
ok, so if you're fighting an ice monster and you are suppose to use fire spells on it... what about MP cost? multi-targeting? spell charges? what level of fire magic do you use? how do you make sure you've got a fire spell at this point? who do you give the fire spell to? would the time and effort have been spent elsewhere? who uses the fire spells?
there's more to it than just "what works best for right now" you have to think long term
Because mostly yours is just a bunch of random stuff. I mean do you really put an interesting amount of thought into thinking about what level of fire magic to use? And how do I get the fire spell? Or do I use the MP? (hmmm, is this a trivial mindless filler fight?) Would you really say you OFTEN think about some of that stuff in a way that's interesting.Velocity Eleven said:I find that it allows you to understand you options betterCid SilverWing said:I believe it's been said a thousand times, but read below.
Turn based = take your sweet, sweet time planning your next strategic move.
yesCmdrGoob said:You're just throwing out a list of everything you can think of. So you seriously think all those questions have an answer that is strategically interesting? Really?Velocity Eleven said:on the surface, but RPGs dont just give you all your abilities you have to choose you're own development methods, getting different abilities at different times based off your decisions. Is double attack ever a worse option than single attack? depends, MP cost? recovery time? damage distribution? enemy counter effects? weapon degredation?CmdrGoob said:Is double strike or single strike is actually tactically different from each other? Hell no; one is strictly better and that's it. Or eg elemental strikes/spells - matching the appropriate element to the appropriate weakness ain't no fricken chess strategy. It doesn't require much thinking. You list a lot of things, but there are only a few things in there that are really strategically interesting beyond simply picking your strongest attack. I mean what are you actually going to do differently when you pick "double strike" instead of "attack" and how does it compare to what you are actually going to do differently if you pick an SMG over an assault rifle?
ok, so if you're fighting an ice monster and you are suppose to use fire spells on it... what about MP cost? multi-targeting? spell charges? what level of fire magic do you use? how do you make sure you've got a fire spell at this point? who do you give the fire spell to? would the time and effort have been spent elsewhere? who uses the fire spells?
there's more to it than just "what works best for right now" you have to think long term
whats this "you're just throwing out a list" mean? couldnt you say the same for your FPS strategy thing was just "throwing out a list"?
yesCmdrGoob said:Because mostly yours is just a bunch of random stuff. I mean do you really put an interesting amount of thought into thinking about what level of fire magic to use? And how do I get the fire spell? Or do I use the MP? (hmmm, is this a trivial mindless filler fight?) Would you really say you OFTEN think about some of that stuff in a way that's interesting.Velocity Eleven said:I find that it allows you to understand you options betterCid SilverWing said:I believe it's been said a thousand times, but read below.
Turn based = take your sweet, sweet time planning your next strategic move.
yesCmdrGoob said:You're just throwing out a list of everything you can think of. So you seriously think all those questions have an answer that is strategically interesting? Really?Velocity Eleven said:on the surface, but RPGs dont just give you all your abilities you have to choose you're own development methods, getting different abilities at different times based off your decisions. Is double attack ever a worse option than single attack? depends, MP cost? recovery time? damage distribution? enemy counter effects? weapon degredation?CmdrGoob said:Is double strike or single strike is actually tactically different from each other? Hell no; one is strictly better and that's it. Or eg elemental strikes/spells - matching the appropriate element to the appropriate weakness ain't no fricken chess strategy. It doesn't require much thinking. You list a lot of things, but there are only a few things in there that are really strategically interesting beyond simply picking your strongest attack. I mean what are you actually going to do differently when you pick "double strike" instead of "attack" and how does it compare to what you are actually going to do differently if you pick an SMG over an assault rifle?
ok, so if you're fighting an ice monster and you are suppose to use fire spells on it... what about MP cost? multi-targeting? spell charges? what level of fire magic do you use? how do you make sure you've got a fire spell at this point? who do you give the fire spell to? would the time and effort have been spent elsewhere? who uses the fire spells?
there's more to it than just "what works best for right now" you have to think long term
whats this "you're just throwing out a list" mean? couldnt you say the same for your FPS strategy thing was just "throwing out a list"?
For all it's flaws, I really thought that the PC game Temple of Elemental Evil did turn-based 3.5 rules really well, especially move/standard action splits and attacks of opportunity.aegios187 said:I really wish there was at least an option to make the combat turn based. I always felt I would of enjoyed the NWN series a lot more. It would be like playing a graphical table top. A lot of the nuances of D&D 3.5 combat system are better represented with turn-based, especially in the areas of provoking and getting attacks of opportunity, especially with reach weapons like polearms. In RTS it was just a clustermess and the game seemed so random in how it handled attacks of opportunity.
Cyenwulf said:RTS's say hai. Or try watching some competitive FPS games.SpireOfFire said:it requires a much more tactical approach than any other gameplay style IMO.
Nearly everything is spelt out in JRPGs - either throught the menu text or trial and error. You are not a strategic genius for deciding to heal your character on low HP, or deciding to cast water blast on the fire elemental.
play this.SenisterDenister said:Silent Storm. Play it.
Turn-based combat requires more strategic thinking than live action combat. It's more based on planning things out instead of having good reflexes. It takes a while but I greatly enjoy the strategies behind it. But that's just my opinion.carpenter20m said:snippity