Poll

How would you prefer combat to play out in SRO?

Turn-based, like Jagged Alliance Online
7 (58.3%)
In (close to) real time, like in Neverwinter Nights
5 (41.7%)

Total Members Voted: 12

Author Topic: Turn-based or "real time"?  (Read 926 times)

Michael Chandra

  • Newbie
  • Posts: 23
  • Karma: +0/-0
    • View Profile
Re: Turn-based or "real time"?
« Reply #15 on: February 19, 2012, 11:38:00 pm »
*Switches commlink to hidden mode*
Try me. :) Oh and don't bother scanning for any RFID tags in my food or clothes, I use a tag eraser for those.

Beelzebubba

  • Newbie
  • Posts: 7
  • Karma: +0/-0
    • View Profile
Re: Turn-based or "real time"?
« Reply #16 on: February 25, 2012, 04:53:55 am »
The answer is: All three! ;)
We have soort-of real time until any opposed action takes place (hacking, casting, combat etc.) that sets off any sort of opposition reaction. Then we go turnbased.
The screnshot was indeed built from the engine, so not representative of the game rules, juts the game visuals.

Thanks for the clarification, Primetide.

I've been playing a lot of the JAO beta for the past week, and I have to admit that the turn-based action has grown on me--but I've also been playing with a squad of no more than 2 to avoid the tedium of moving all the pieces. (For me, controlling more than 2-3 characters in a turn-based game is a chore.) So at this point my concern isn't so much turn-based combat, it's really that combat needs to maintain some momentum.

I found some places where the topic is discussed in the "Big SR thread", and based on your approach I have faith in Cliffhanger's ability to strike a good balance. But until I see it executed--which now sounds like 2013 (I was hoping for a marketing strategy built around a Dec 2012 release)--that aspect will keep me anxious.

primetide

  • Executive Producer
  • Administrator
  • Full Member
  • Posts: 247
  • Karma: +4/-0
  • I could...but I won't
    • View Profile
Re: Turn-based or "real time"?
« Reply #17 on: February 27, 2012, 07:52:49 pm »
Well, as we go more for co-op really, we currently expect 2-3 chars being the max you control directly in SRO.
Yay for the Flaming Carrot

Nitz

  • Newbie
  • Posts: 17
  • Karma: +1/-0
    • View Profile
Re: Turn-based or "real time"?
« Reply #18 on: February 29, 2012, 04:47:31 am »
Well, as we go more for co-op really, we currently expect 2-3 chars being the max you control directly in SRO.

So is the size of the group of runners basically independent of the size of group of human players?

Put another way, do the human players share control of the runners depending on the run, or do each of us bring two or three of our own characters into the party?

primetide

  • Executive Producer
  • Administrator
  • Full Member
  • Posts: 247
  • Karma: +4/-0
  • I could...but I won't
    • View Profile
Re: Turn-based or "real time"?
« Reply #19 on: February 29, 2012, 11:28:49 am »
each brings his own (likely 1 or 2) runners
Yay for the Flaming Carrot