Quoting Tormy-,
reply 5
Quoting gapper4,
reply 3
Thanks for the link Wintersong.
I'm not a huge fan of turn- and tile-based combat due to its chess-like nature. I may be missing something, but can anyone point out the advantages over the TW model, where you can pause at any time and give orders ? As far as I understand, the tiles in Elemental are square, which would seem to make for some pretty crude manoevering and flanking, no ?
Turn/tile based combat = chess like indeed. You have more time to think & plan if the battle system is turn based. Also the turn based system is more "strategic oriented" imo.
With all due respect, how is it more strategic or gives you more time to think than a system where you can pause any time to issue orders ? I'm not trying to troll, it's just that I don't see it. A continuous time/pause system combines the best of both worlds, with no downside.
Turn based games with tiles feels more strategic to many people, since it is more suited for calculation, planning and detailed understanding what is happening. The chess-like and abstract nature of such a system has a logical appeal.
A real-time pausable model can certainly be just as strategic, but tends to be more chaotic and difficult to grasp. That is more realistic I guess, but realism is over-rated in games, in my opinion.
More important than my opinion though, is that we already have TW and lots of good RTS games. Why make everyting similar? There should be MORE variety, not less!