TBS Tradiitonal Combat/Continous TBS Combat

I am mainly a traditional turnbased combat person.

My worry is that when companies that are known for the traditional TBS type games start to create a hybrid it speaks to other companies completely giving up on the traditional turnbased system (especially if Elemental turns out to be a huge hit - which I believe it will).

I happen to like Dragon Age Origins and the battle system for that game and it is fine for an RPG (could say fantastic) - but not what I would want in a strategy game. 

My question would be this - is it possible to have two very well designed combat systems - the one that stardock is proposing and a more traditional turnbased system. However they are mutally exclusive (there would be a switch in options when selecting what type of combat you wish this particular game to run).

This would mean that if the Continous Combat System is chosen -  there would be NO auto resolve as a choice for that particular game.

I realize that means that TWO combat systems would have to be playtested and so on. However, I do believe that a positive to having two well designed combat systems would lead to a greater audience (TBS fanatics not wanting to purchase a Continous TB game would still want to purchase this - hope I am making sense). Plus, other companies would not start to veer away from traditional turnbased combat style games because the hybrid is not the next best thing (having both would be).

Now I am usually a lurker on the forums but have been thikning about this for a few days and decided - might as well see what everyone thinks. I know it is more work. But I am certainly willing to playtest both (laugh).

Since the playtest is not a rush I thought I would throw this in.

13,592 views 16 replies
Reply #1 Top

I'm not sure there's enough return on the investment here.  TBS fans are going to buy this game regardless, and adding in the extra system isn't likely to attract more customers outside that group.

Reply #2 Top

My worry is that when companies that are known for the traditional TBS type games start to create a hybrid it speaks to other companies completely giving up on the traditional turnbased system (especially if Elemental turns out to be a huge hit - which I believe it will).
End of quote

Elemental is turn based on the strategic map, as was Gal Civ. Gal Civ's battles were all auto-resolve. I don't understand how this is a dramatic departure from their previous work.

Reply #3 Top

Continuous turns are turn-based. 

The difference is that the turn button is held down by default.

Baldur's Gate was most certainly turn-based in its combat but, like Elemental, it was continuous turns.  It literally used the D&D combat system in which every action used up X number of time units and such.

A player can turn off the turns at any time they want in the battle and literally just do it themselves if they want to be the one pressing the turn button.

With Continuous turns, you can literally pause the action, give orders to your units and see how many  "turns" it'll take for that to happen.  But when the action is moving, it moves fluidly.

Master of Orion had continuous turn tactical combat as well.  You could, however, stop the action at any time and give new orders to your ships.

I think you should reserve judgment until you've tried it.  

 

Reply #4 Top

what is the difference in gameplay between real time and continuus turns? i can also pause a total war combat and give orders yet it is a rts. to me both feel alike while playing them. also baldurs gate used silmutanus turns which are not typical for dnd where every player has one turn then the next player and so on.

 

Reply #5 Top

Baldur's gate you could set the options to pause at the end of every turn and force you to push the 'end turn' button.  (which I believe was space bar)  making it true turn-based.   Very few people did this, because  it was kinda annoying (you say  "go here and attack" and that command doesn't really change 

It might "feel" like real time, and that is the point.     But its not.  You're talking 'damage per turn' rather than per second, which makes for a very fine line, but still not the same.  Instead of Blizzard style cool-downs, you have x-turns until it refreshes.  Because everything would  be based on a mechanical level around "turns" it should provide a little more ability to us as players to   conform the  battle mechanics to our liking.

It does open for options to pause at the end of every turn, and allow for orders to be issued that way, if so desired.  So it should be possible to have complete turn-based combat without much more work (so if  the devs focus on their battle system and do not spend any time on making it non-real time.    Then we modders should be able to make that  adjustment for them with only little effort)  But  it does not force multi-player to be the  common bore of waiting for the other person to end their turn.  

Of course a lot of  this depends on how SD actually makes it,  I am projecting a bit of my own interpretation and hopes I'm sure, especially because I want to see official support for turning off "continuous turns" as an option at release.    but I wanted to try and translate Frogboy's words another way that might make sense  to those having  trouble grasping the  'continuous turns'  idea.    Its not just the ability to "pause and assign moves" there is a  major distinction  on the coding  side of things to run things based on "turns" rather  than "seconds" and  it makes  a big change in  how  the development of  the tactical system is going to go.    There will likely be a lot of adjustment  to  'how  long is a  turn' as well as the possibility of denying player's turns, and all those other  things that  might in any way be  unique to turn based combat.

 

I personally would like to see  a paused time at the begining and every few turns where  you could queue up moves for the next few turns for multi-player.   Supreme commander-like I suppose (its the best queue system that can think  of, though it could still be  improved).

 

Reply #6 Top

The difference between real-time and continous turns is simultaneity. In a RTS all units act at the same time. In a real continous turn system the units get their chance to act in an order determined by differend factors (initiative, speed, number of actions per round, etc.). Now, if the duration of a turn is small enough (say, anything blow 1 second game-time) and some actions take more than one turn to finish there is no discernable difference to a real-time system. So it all depends on the discretization of the time-frame.

Reply #7 Top

@Landisaurus

the "rounds" in nwn were 6sec = round (afaik) ,it was similiar in bg. So you could make a direct conversion between damage per second to damage per turn, attacks per seconds ...

so i ask what is the difference between pausing the game every 6 seconds or every round? in a turn based system things like initiative are far more important (i.e. pool of radiance), i played a lot of continus turn rpg games (bg, bgII + addon, icewind dale2, nvn + addons, nvn2 +addons) and although there are minor differences to a real time game on the whole the games feels very much like one. (@Wahngrok i don't know if it would be a lot different if you say 1 turn = 18 sec, well maybe, i don't know)

My biggest gripe with continus battles are the simultanus turns, imho one should go for a classical turn based battle system (i.e. no simultanus turns) or real time one, i really do not see any major  points for continus simultanus turns.

I am not trying to talk it down, but to me the differences between the two are too minor, to make a distinction.

 

Reply #8 Top

Quoting Frogboy, reply 3
Continuous turns are turn-based. 

The difference is that the turn button is held down by default.

Baldur's Gate was most certainly turn-based in its combat but, like Elemental, it was continuous turns.  It literally used the D&D combat system in which every action used up X number of time units and such.
 
End of Frogboy's quote

I had real difficulties getting my units in bauldurs gate to act how I wnated them to. (I don't type well and I rarely paly video games, I had difficulty getting the controls down and I was always pissed at the game because my units didn't act as I wanted them to,)

Tell me that there will be an option change the default from "keep the same orders and go to the next turn" to "stop until the user says that they are prepared to proceed to the next turn."

Reply #9 Top

Age of Wonders had simultaneous turns rather than uh, politely take your turn turns.  Far superior.

Reply #10 Top

Simultaneous Turns is superior. This can take many forms. If anyone has played multiplayer on Civ4 or its mods you know what Im talking about for the first form. That is, similar to normal turn based, only any player can take any action at any time. The other type of Simultaneous turn is less "at any time you please" but is instead solely for battles, where you both give orders (where you want your units to go, which units you want them to prefer attacking), and then see what happens for several rounds under these orders, and then you both give new orders.

The second form of Simul Turns is an interesting experiment in battle design, although the first type of Simul Turns is practically a necessity to have, at least as an option, for 4x strategy like Elemental or Civ or .... (also if Total War somehow made a full campaign for multiplayer, would need simultaneous turns)

Reply #11 Top

To what extent are the tactical battles obviously rule driven? ie. Do units move in uniform increments of squares/hexes? What sorts of formal elements call attention to the game as a game with its own rules (and not a simulator which strives for realism)? etc. (RTS's are just as just as rule driven, it's just harder to see what goes on under the hood.)

Simultaneous Turns is superior. 
End of quote

Simultaneous turns != continuous turns.

Reply #12 Top

Quoting RogueCaptain, reply 9
Age of Wonders had simultaneous turns rather than uh, politely take your turn turns.  Far superior.
End of RogueCaptain's quote

Indeed. :)

Reply #13 Top

I still don't get how will it work. Units move & fight in real-time, but every turn (every 15 sec.) the game pauses & I can send orders? Of course my & foe's units move in the same time (after the order phase). How will it be resolved in the multiplayer? Will every player have a period of time, during which he can send orders (30 sec.)?

Reply #14 Top

  is it possible to have two very well designed combat systems
End of quote

X-Com Apocalypse did this very well. It had two modes that battles could be played in. True Turn Based mode, or a live mode where you paused the game to give orders. You don't see very many games these days that give you the option to do Both.

Yet another way the old school X-Com games are stomping all over modern technology and making it look bad. Either that or they just make modern game developers look lazy.

Reply #15 Top

Quoting MagicwillNZ, reply 2

My worry is that when companies that are known for the traditional TBS type games start to create a hybrid it speaks to other companies completely giving up on the traditional turnbased system (especially if Elemental turns out to be a huge hit - which I believe it will).


Elemental is turn based on the strategic map, as was Gal Civ. Gal Civ's battles were all auto-resolve. I don't understand how this is a dramatic departure from their previous work.
End of MagicwillNZ's quote

This is IMO the biggest problem with Gal Civ the auto resolve combat. I want to command my troops on the tactical level as well as the Stratigic level.  I sure hope that Elemental will not be like this.  Also this Continous TBS Combat system sounds to much like a RTS system. And if this is the case then I will not get this game because I really hate RTS games. Only two have been any good and that is the Total War series and the Homeworld series. I just hate click-fests.

 

Reply #16 Top

Quoting landisaurus, reply 5
Baldur's gate you could set the options to pause at the end of every turn and force you to push the 'end turn' button.  (which I believe was space bar)  making it true turn-based.   Very few people did this, because  it was kinda annoying (you say  "go here and attack" and that command doesn't really change 


 
End of landisaurus's quote

Everyone that I know that played the Baulder Gate series set the option to pause after each turn. I only know one person that did not pause between turns. Personally the game becomes unplayable in a fun way when you don't pause between turns but that is just the way I like to play it.