Jump to content


Photo

Turn Based Or Real Time


  • Please log in to reply
13 replies to this topic

#1 Copperfield

Copperfield

    Rookie

  • Forum Members
  • Pip
  • 0 posts

Posted 06 November 2005 - 09:38 PM

will this game be turn based og real time or better, like x-com apocalypse, able to switch between turn based and real time?

#2 Blehm 98

Blehm 98

    Colonel

  • [Global Moderators]
  • PipPipPipPipPip
  • 2,626 posts

Posted 06 November 2005 - 10:43 PM

Version 1.0 will be turn based, but its possible i guess that real time is a possible v1.0+ option
Top Secret Xenocide Status report

BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY
Posted Image
I hate spider solitaire...

#3 Engy

Engy

    Rookie

  • Forum Members
  • Pip
  • 0 posts

Posted 16 December 2005 - 07:27 PM

I have to admit; Near the start of an Xcom game I do like to speed things up a little, I liked Xcom Apoc.s flip between turn and real time (Well pesdo-real time anway). But near the end turn based is whats imporant. And Turn based is where the real stratagy is. So turn I say stay turn based; at least untill v1.0.0.0
...I'm sure I'll think of one later.

#4 guyver6

guyver6

    Captain

  • Xenocide Programming Department
  • 599 posts

Posted 20 December 2005 - 05:56 PM

Actually the best solution for both real-time lovers and turn-based guys is what was in Fallout: real-time until combat, then turn-based.

My 2 cents ;)
Posted Image
Sourceforge: guyver6
LinkedIn: Andrzej Haczewski
"A good business idea, they say, can be explained in one sentence. Similarly, each program entity should have one clear purpose."

Join #xenocide at irc.freenode.net.

#5 Guest_Azrael_*

Guest_Azrael_*
  • Guests

Posted 20 December 2005 - 06:05 PM

Bah, Fallout's combat system was poorly done, it honestly sucked, way too slow and annoying.

#6 guyver6

guyver6

    Captain

  • Xenocide Programming Department
  • 599 posts

Posted 20 December 2005 - 06:17 PM

It wasn't dynamic, right, but that's an implementation problem. The IDEA is right imho :)
Posted Image
Sourceforge: guyver6
LinkedIn: Andrzej Haczewski
"A good business idea, they say, can be explained in one sentence. Similarly, each program entity should have one clear purpose."

Join #xenocide at irc.freenode.net.

#7 Qonfused

Qonfused

    Creative Text Department

  • Xenocide Inactive
  • 216 posts

Posted 21 December 2005 - 04:04 PM

even though i agree that the idea about real time, untill encounter, then turn based, is good.
fallout tactics showed us however that it isnt enough just to make the game switch when somthing happens. The duel turn/time system in fallout worked with one cha, but not with a squad.
My doctor says that I have a malformed public duty gland and a natural deficiency in moral fiber, and that I am therfore exused from saving Universes.

#8 Yawgm0th

Yawgm0th

    Squaddie

  • Forum Members
  • PipPip
  • 1 posts

Posted 21 December 2005 - 05:14 PM

Bah, Fallout's combat system was poorly done, it honestly sucked, way too slow and annoying.

I beg to differ. IMO it's one of the best combat systems used in any RPG yet. I'd agree with guyver6 in that it was more of an implementation problem. That said, X-Com and Fallout are only slightly similar. I wouldn't want to play an X-Com game using Fallout's combat system because it would be too slow. X-Com isn't an RPG, though. ;)


IMO it just doesn't work to try to make combat real-time and turn-based. The way FO:T worked was okay, but worse than the X-Coms and the Fallouts. Apocalypse had a great real-time system, but the turn-based wasn't nearly as playable for most parts of the game. I enjoy both types, so even if you guys had decided to make Xenocide with a real-time system, that would have been fine. However, since you're already going with turn-based, I'd suggest you not even consider real-time, even when the game gets close to being done. Turn-based and real-time squad tactics work very differently from each other (with a lot more strategy in turn-based, for the most part), and I just don't think that both can apply to the same game without one being much better than the other or both being screwed up.

#9 Engy

Engy

    Rookie

  • Forum Members
  • Pip
  • 0 posts

Posted 21 December 2005 - 05:29 PM

Nonsense, it could be good in both real time and turn based. And yes turn based is where the real strat. is. A system like UFO: Aftermath; would be the best for a real time system to be added. By basing everything off how many seconds it would take, a turn based game could easily be convered with all the tatics remaining for the most part in tactics into real time.

IE: something that takes 5 turns would take 5 seconds.
...I'm sure I'll think of one later.

#10 Yawgm0th

Yawgm0th

    Squaddie

  • Forum Members
  • PipPip
  • 1 posts

Posted 21 December 2005 - 08:07 PM

By basing everything off how many seconds it would take, a turn based game could easily be convered with all the tatics remaining for the most part in tactics into real time.

IE: something that takes 5 turns would take 5 seconds.

A number of games do it this way. All it does is take away the time you have to make decisions and puts it in the hands of the computer. It's kind of fun, but you have next to no impact on how the battles play out. It also puts you at a tremendous disadvantage, because the computer doesn't lose any of it's tactical ability since it can almost make decisions instantaneously. The only way it works is if you can pause the game, and at that point it's not really real-time anyway; it's just a fast-paced turn-based game.

#11 Qonfused

Qonfused

    Creative Text Department

  • Xenocide Inactive
  • 216 posts

Posted 22 December 2005 - 04:52 PM

meh, its all about what rocks your boat
My doctor says that I have a malformed public duty gland and a natural deficiency in moral fiber, and that I am therfore exused from saving Universes.

#12 Engy

Engy

    Rookie

  • Forum Members
  • Pip
  • 0 posts

Posted 22 December 2005 - 09:23 PM

By basing everything off how many seconds it would take, a turn based game could easily be convered with all the tatics remaining for the most part in tactics into real time.

IE: something that takes 5 turns would take 5 seconds.

A number of games do it this way. All it does is take away the time you have to make decisions and puts it in the hands of the computer. It's kind of fun, but you have next to no impact on how the battles play out. It also puts you at a tremendous disadvantage, because the computer doesn't lose any of it's tactical ability since it can almost make decisions instantaneously. The only way it works is if you can pause the game, and at that point it's not really real-time anyway; it's just a fast-paced turn-based game.

<{POST_SNAPBACK}>


You hit the button on the nose! Everyone knows that unless your playing on superhuman; xcom starts out a little slow (At least for my taste); and a real time feature would speed things up a lot, but turn based 1st of course, otherwise; as you ponited out it gets real hard real fast latter on in the game.
...I'm sure I'll think of one later.

#13 nopoet406

nopoet406

    Rookie

  • Forum Members
  • Pip
  • 0 posts

Posted 07 March 2006 - 12:52 PM

Turn based! I purely hate real time. I keep getting muddled up trying to command formations of troops at different ends of the battle zones. I like the micromanagement of the X-Com games, and I can't see how you can get this when all your troops are flying around the place at top speed.

Besides, waiting while the aliens take their turn is little short of terrifying.

#14 duder78

duder78

    Rookie

  • Forum Members
  • Pip
  • 0 posts

Posted 18 April 2006 - 10:43 AM

I've been playing the original x-com : ufo defense for over 10 years now and like the way it is honestly. A little change here and there like weapons and logistics is ok in my mind, but changing xenocide to real-time would be a mistake in my opinion. Strategy would go from carefully thought out tactical movements/actions to frentic mouse clicking exercises in frustration.


Civilization tried going from turn-based to real-time back in the 90's with CivNet...it failed horribly in my opinion.