Nikademus
Posts: 25684
Joined: 5/27/2000 From: Alien spacecraft Status: offline
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quote:
ORIGINAL: Mr.Frag quote:
Real time is bad for this type of game. Real time flow, with order phases every x number of seconds. ie: Think like this: I want to order a turn, I signal a turn by raising the right flags. Ships follow my signal. Some don't see the battle orders, things get confusing. I don't mean real time continuous, just not 24 hour turns I want to command the fleet, not run the ships. Ships are run by their own commander, with his own strengths and weaknesses. Crew quality determines how the individual ship performs. Think of Jelly-belly standing on his deck, issuing orders while reports are coming in. You want to live it at the command level, not micromanage it at the nuts and bolts level. The only semi-"real time" game i've ever liked is the unique system used by Battlefront's "Combat Mission" series. It's successful because it merges the best aspects of 'real time' and 'turn based' games. During the orders phase you had unlimited time to set your moves, then you hit "go" and here was the BEST part. The program ran the entire combat phase (60 seconds of 'real time') *in the background*. You were then free to "replay" the 60 second combat phase as much as you wanted, from any angle, focusing on any part or vehicle. That way you didn't miss any of the action. You could even rewind...pause, restart.....very flexible. Still prefer Steel Panther's method.....but CM is pretty damn good as well and their research is superb
< Message edited by Nikademus -- 6/16/2004 8:26:05 PM >
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