Sylvius the Mad wrote...
philippe willaume wrote...
hello sylvius
There are way aroud it, but i agree with you can't be in control of the protagonist the whole time.
the implication of that if we want real time is to some form of autopilot/action queue where the game is doing the dodging defending and attacking for you.
A queue would work wonderfully.
i have to say that i like the idea of limited pause time when the action is started.
I hate this idea. The player should be given as much time as he needs to make decisions. Otherwise the characters will be constrained by the player's ability to make quick decisions.
i can live with a mass effect combat style, with a different companion interaction interface.
ME's combat worked really well for a single character. The ability to aim while paused was genius. I don't see how to adapt that for full-party control, though.
hello.
For me the important bit is team work and the ability to adapt to each situation. I agree that ME was kind of short in that department, but provided that we have a tactical planing before the engagement and a way to issue order to the companions. How the conbat is interfaced with the user has only a weak dependancy on the type of combat.
The combat can even be like a FPS/flight simulator.even with a flight sim/FSP type of combat you can have a action mode and a RPG mode.
In the action mode, you are doing the striking dodging (with or without your stats impacting the result), in RPG mode the AI does it for you according to your stat.
What i am getting at , if we take mass effect as an exemple, is that it would be much more companion friendly if before the action, you could task Garrus to find a possition where he can snipe the map, preventing you to be cut of, have Liara covering a natural choke point and you doing the recon/baiting/or flaking if they are supressed under cover.
when the action start the current ME order system if kind of fine, it could be refined to have more tactical granularity.
At the end of the day the pausing, is just a way to say, companion X go there and do that to this dude/any dude who does Z.
If you have played European Air war, you could get you certain element of you staffel/gruppen to do engage a particulat type of target according to what the tactical situation was.
so according how heavily the bomber escort was you could adapt your tactic/strategy and what the other staffel got to do.
It is a very simplistic, and in flight simulator you have see the ennemy way before the actual engagement. (hence the real time planing)
but that is what sneaking and sensor should be about.... and it can be represented by a pause at before the actual combat strats.
i mentioned timed pause because when the action is started you can issue complex orders, that being said this could be proportional to the difficulty or part of the difficulty calculation.
Phil