Sarudak

Continuous turn based battles?

Continuous turn based battles?

Q: Tactical battles, are they real-time?

A: They make use of continuous turns. This makes the battles play out much like a real time strategy game but without feeling a rush. The Corporate Machine was one of the early games to make use of continuous turns.  Some have said that Sins of a Solar Empire plays like a continuous turn game.

The idea is that winning tactical battles has nothing to do with speed or reflexes but strictly strategy and tactics. Players can control the rate in which time units pass, pause while giving commands, etc.

So. What does this mean? I have seen alot of debate about turn based vs real time battles and grid based vs free movement. First it should be noted that these debates are largely one and the same. Personally I cannot imagine a realtime game based on a grid layout nor a turn game based on a free form layout (table top games have done this, think warhammer, but IMO only because the players could not play in real time). In every game I've seen this rule holds true. So then what is a continuous turn based system? I've never played corporate machine but from the comments made by Brad it looks like essentially real time. I think it IS real time but they are shying away from the term because so many RTS games are so fast and frantic that the S part is somewhat lost. One of the examples he uses is Sins which is definitely a real-time game but at a far more leisurely pace than your typical RTS.

I really like this idea but I think that people are confused. One of the reasons for confusion I believe is this screen that we keep getting shown.

Although It has also been stated that this is an extremely old screen and is not representative of what the battles will be like it keeps poping up and we don't really have any other battle screens. The screen clearly shows squares. And as I said before a grid system means turn based. So is this screen simply lying to us?

But this confusion has been with us for a long time. Look at this old journal post. Brad keeps referring to turns and real-time as if the two systems are interchangable.

Brad also says that one of the inspirations for tactical combat was x-com. Another very much turn based game.

If there is some kind of hybridization possible between turn-based and real-time, or between grid-based and free-form that people know of and have been made or potentially could be made into a decent game I would like to hear of it. Failing that the developers need to choose one. So what are the pros/cons? Here's how I see it if you feel differently about these points then tell me and I may edit the list here.


Turn-based & grid-based

++Fun for small tactical battles because it gives you fine control over each unit

++Battles are not affected by how fast you can move and click your mouse/remembering hotkeys/etc

+Time to think

++Good for controlling units where they have many abilities you may want to choose from (Imagine playing Final Fantasy tactics in real-time)

--Becomes terribly unwieldy and tedious when the number of units in the battle is large

---Large numbers of units make battles unacceptably long

-Battles can take an excessively long time if one person likes to meticulously think out every move in advance

-Not as visually impressive or appealing IMO

-Gives battles (especially large scale battles) a stilted unrealistic feel (a good example of this is if you have a line of units and on the opponents turn they break the line by destroying one because it is your opponents turn they have all the time in the world to funnel as many units as they want through the hole and attack your fragile back line units without your units having a chance to respond, realistically if the center is hit hard you would reinforce it and if the unit broke some enemies might slip through but you would plug the whole before 5 battalions moved through and attacked your archers. An attempt to counter this problem is ZOC)

Real-time & free-form field

+++Makes it possible to control large battles of many units reasonably

+++Makes it possible to complete large epic battles in a reasonable amount of time

+Battles feel more realistic and life-like

+Battles are more impressive and visually appealing

--'Micromanaging' (read actually being able to control your units) can be difficult depending on the speed and UI

--Managing abilities in large battles is a pain

--Strategy can be difficult to implement

 

So. Personally I strongly favor real-time with a free-form field for this game because it offers the potential for much larger scale epic battles. I also would like a slower that traditional speed like sins only maybe even a tad slower to allow for more managing of spell casters. I loved Battle For Middle Earth 2 and I imagine this game as being something like it only with all the units being customized and the powers being replaced by your channelers unique spell options. One of my concerns is keeping the modability of the game as high as possible which I think having real-time battles tends to make more difficult. However the in game modding engine is already supposed to be 3-D. Spore did it (although the game was junk) so maybe they can do it in elemental. If they do (and by this I well) this game will remake the gaming industry this is my hope and dream.

Thoughts?

49,900 views 46 replies
Reply #26 Top

Quoting ChongLi, reply 25

Well Civ IV is clearly simultaneously turn-based. Yes, you are all acting at the same time, but there is a turn and you have to wait until everyone is done for the next turn.


I've never played Civ IV multiplayer, so that may be different. Civ IV single player is strictly turn-based, with each player having the exclusive right to move during his turn. This opens the door to abuse of the system, by using tricks such as technology brokering (trading the same tech to each AI in exchange for many different techs), which would be impossible if the AIs had the ability to make trades with each other during your turn.

Wel if you have never played multiplayer, I am not certain why you would try to comment on it. In multiplayer, the AI typically goes first, it reacts first. So if you have a player unit and an AI unit adjacent to one another during a period of war, that AI player is going to react before you even get a chance to click the unit. Same with religion, if a player researches a religion in the same turn the AI researches it, the AI will get the religion. If the AI is going to trade with each other, they trade with each other right away. The trading tech for different techs is a basic idea for the game, not just the players. The AI does the exact same thing.

Reply #27 Top

Wel if you have never played multiplayer, I am not certain why you would try to comment on it. In multiplayer, the AI typically goes first, it reacts first. So if you have a player unit and an AI unit adjacent to one another during a period of war, that AI player is going to react before you even get a chance to click the unit. Same with religion, if a player researches a religion in the same turn the AI researches it, the AI will get the religion. If the AI is going to trade with each other, they trade with each other right away. The trading tech for different techs is a basic idea for the game, not just the players. The AI does the exact same thing.

Sounds like a broken system IMO, not a good model to copy.

Reply #28 Top

Quoting ChongLi, reply 27

Sounds like a broken system IMO, not a good model to copy.

It's actually a good model, used in boardgames like Diplomacy.

Note that if one wants to nitpick, "real-time" does not exist. Even real-time games are handled by frames or simulation ticks. The difference between real time and turn based is whether the game auto-pauses after each computation. Some games like Chess or Galciv only allow one player to move during one computation, while others like RTS, Civ IV, Diplomacy, allow both players to move during one computation. Note Baldur's Gate and D&D based games have a quite complex initiative system inside each round, so each computation actually only allows one unit to move (the one with the current initiative score). I think you can pause/change orders inside a round in some games (e.g. for doing opportunity attacks when someone comes near)

Whatever the underlying mechanism (simultaneous or not), what matters is whether you can pause the game when you want it and give orders when you pause.  TBS tend to pause automatically, while RTS often either don't allow you to give order in pause, not pause at all (MP), or don't let you pause when you want because it goes too fast.

Reply #29 Top

It's actually a good model, used in boardgames like Diplomacy.

I was commenting on the situation he described, where the AI is able to instantly react to things before the player has a chance, that is not a good model. Board games do not have this problem, for obvious reasons.

Note that if one wants to nitpick, "real-time" does not exist. Even real-time games are handled by frames or simulation ticks.

A semantic straw-man. The big difference between real-time and turn-based strategy games is that in real-time it is impossible to issue different orders to multiple different units simultaneously, a routine task in turn-based games.

Whatever the underlying mechanism (simultaneous or not), what matters is whether you can pause the game when you want it and give orders when you pause.  TBS tend to pause automatically, while RTS often either don't allow you to give order in pause, not pause at all (MP), or don't let you pause when you want because it goes too fast.

Pausing doesn't really work very well in multiplayer games. It introduces deadlocks, permission issues and an overall disruption of game flow. There's a very good reason why most Neverwinter Nights multiplayer games disable the pausing feature.

Reply #30 Top

Quoting ChongLi, reply 27

Wel if you have never played multiplayer, I am not certain why you would try to comment on it. In multiplayer, the AI typically goes first, it reacts first. So if you have a player unit and an AI unit adjacent to one another during a period of war, that AI player is going to react before you even get a chance to click the unit. Same with religion, if a player researches a religion in the same turn the AI researches it, the AI will get the religion. If the AI is going to trade with each other, they trade with each other right away. The trading tech for different techs is a basic idea for the game, not just the players. The AI does the exact same thing.


Sounds like a broken system IMO, not a good model to copy.

Whoever said it was a the best model? You made a comment on something you knew nothing about, and I corrected you for it. It seems strange that you would incorrectly talk about Civ IV multiplayer, even though you admitted you never actually played it, and then turn around and say you don't like it. Pretty low to make an opinion on something you know nothing about. The simul turns in Civ IV has flaws, but its meant to keep things moving faster for the human players and gives a slight edge to the AI in the process. None of this is an issue if you aren't playing with the AI. THen it really is simul. turns, and it's who ever does it first.

Reply #31 Top

Quoting ChongLi, reply 29


Pausing doesn't really work very well in multiplayer games. It introduces deadlocks, permission issues and an overall disruption of game flow. There's a very good reason why most Neverwinter Nights multiplayer games disable the pausing feature.

EU3 has a pausing system where only the first person can unpause for the first 30 seconds, I think, and then after that anyone can. It keeps a game from deadlocking, and if you are playing with friends, pretty easy to agree to let someone pause for an extended period of time aka, bathroom breaks, dinner, whatever else you might be doing and just leave the game up. These games aren't meant to be finished in one setting, most of the time.

Reply #32 Top

Whoever said it was a the best model? You made a comment on something you knew nothing about, and I corrected you for it. It seems strange that you would incorrectly talk about Civ IV multiplayer, even though you admitted you never actually played it, and then turn around and say you don't like it. Pretty low to make an opinion on something you know nothing about. The simul turns in Civ IV has flaws, but its meant to keep things moving faster for the human players and gives a slight edge to the AI in the process. None of this is an issue if you aren't playing with the AI. THen it really is simul. turns, and it's who ever does it first.

I wasn't commenting on Civ IV's model, I have never played that, why would I do that? I was commenting strictly on what you described, which sounds broken to me. If there are aspects to Civ IV's model that you did not describe to me, I am not aware of them and therefore cannot comment on them.

EU3 has a pausing system where only the first person can unpause for the first 30 seconds, I think, and then after that anyone can. It keeps a game from deadlocking, and if you are playing with friends, pretty easy to agree to let someone pause for an extended period of time aka, bathroom breaks, dinner, whatever else you might be doing and just leave the game up. These games aren't meant to be finished in one setting, most of the time.

What happens when you are not playing with friends and someone keeps pausing and unpausing the game every 30 seconds (because they are mad, immature or whatever)? What if the game has progressed to a point where there is simply too much to do and 30 seconds is not enough time to do it?

Multiplayer is a totally different breed of game, one where you cannot assume that all players will cooperate and refrain from exploiting the rules.

Reply #33 Top

Quoting ChongLi, reply 32

What happens when you are not playing with friends and someone keeps pausing and unpausing the game every 30 seconds (because they are mad, immature or whatever)? What if the game has progressed to a point where there is simply too much to do and 30 seconds is not enough time to do it?

Multiplayer is a totally different breed of game, one where you cannot assume that all players will cooperate and refrain from exploiting the rules.

EU3 has been around for a good awhile. Has a fine community. I don't know if you seek out asses or they find you, but if you have a problem with a player, don't play with them. Stardock can't spend all it's time trying to hand hold players from accidently encountering someone who wants to ruin a game. There isnt' a game out there that is so handicapped and restricted that some dick can't come in and ruin it. Multiplayer is indeed a different breed of game, and if you need the perfect experience, i woudl suggest finding friends to play with or stick with single player.

Reply #34 Top

EU3 has been around for a good awhile. Has a fine community. I don't know if you seek out asses or they find you, but if you have a problem with a player, don't play with them. Stardock can't spend all it's time trying to hand hold players from accidently encountering someone who wants to ruin a game. There isnt' a game out there that is so handicapped and restricted that some dick can't come in and ruin it. Multiplayer is indeed a different breed of game, and if you need the perfect experience, i woudl suggest finding friends to play with or stick with single player.

That's not a satisfactory answer. Assuming that everyone will "play nice" is a recipe for disaster. I, for one, play many multiplayer games with my friends. However, I don't play exclusively with them because that tends to get boring.

The biggest advantage of multiplayer is the enormous amount of value you can get from many different players' play styles. This advantage is completely ruined if the game is so broken that you cannot play with anyone but friends.

Pretty much all multiplayer games that I've played implement strategies to combat undesired behaviour. If the SD does not do this, the game will in all likelihood be broken.

Reply #35 Top

Quoting ChongLi, reply 34

EU3 has been around for a good awhile. Has a fine community. I don't know if you seek out asses or they find you, but if you have a problem with a player, don't play with them. Stardock can't spend all it's time trying to hand hold players from accidently encountering someone who wants to ruin a game. There isnt' a game out there that is so handicapped and restricted that some dick can't come in and ruin it. Multiplayer is indeed a different breed of game, and if you need the perfect experience, i woudl suggest finding friends to play with or stick with single player.


That's not a satisfactory answer. Assuming that everyone will "play nice" is a recipe for disaster. I, for one, play many multiplayer games with my friends. However, I don't play exclusively with them because that tends to get boring.

The biggest advantage of multiplayer is the enormous amount of value you can get from many different players' play styles. This advantage is completely ruined if the game is so broken that you cannot play with anyone but friends.

Pretty much all multiplayer games that I've played implement strategies to combat undesired behaviour. If the SD does not do this, the game will in all likelihood be broken.

Well I never said they couldn't use any strategies but they shouldn't waste their time trying to give you a perfect idiot proof solution. I've seen enough complaints from Demigod, just about every MMORPG, Left 4 Dead... the list goes on. All these games have attempts to fix the problem but if you are going to play a game like SWAT 4, Left 4 Dead and someone goes around PKing, there is only so much you can do. Some of that responsibility is in your hands not the game's.

Just wanted to add when I say idiot proof solution, the idiot I am referring to is not the ones trying to keep people out but the idiot whose goal is to ruin the game. Simul turns was meant to keep turn based games from having 12 people sitting around twiddling their thumbs for an hour, not force people to take turns. Civ IV does have a time limit per turn you can use, but I've never used it.

Reply #36 Top

I just thought I'd link the primary source of actual information that we have been given on this subject.

https://forums.elementalgame.com/342047 

One of the major differences between a game like Galactic Civilizations and Elemental is going to be the tactical battles.

Players won’t have to actually fight these if they don’t want. If you’ve played Galactic Civilizations, you can pretty much imagine how the tactical battles in Elemental will work in the sense that they’re really just the next step from what we had in GalCiv II.

The idea is that you zoom in to a given battle and you see all your units there. From there, you can set the speed you want the action to take place (from “turns” to real time).

On the map you give your units orders and those orders appear on the screen and they go and fight it out. You can zoom in and out as much as you desire on the map to see either the whole epic battle or down to seeing individual units fighting.

 

Reply #37 Top

The biggest advantage of multiplayer is the enormous amount of value you can get from many different players' play styles. This advantage is completely ruined if the game is so broken that you cannot play with anyone but friends.

You're assuming that everyone who isn't your friend is a complete ass intent on ruining your experience. That said, I do agree that you should not be able to manually pause battles between two or more human players. That would cause chaos, regardless of how mindful everyone is of the other players (although I suppose 'manual pausing' in combat could be an option in the game setup). One possible solution is that if the combat is such that frequent pausing is optimal, the game could just auto-pause at the start of each new round; it would unpause when everyone hits "ready" after issuing their orders for the round. It be a little jerky, and it might not be ideal, but it would solve a lot of the abuse problems; the only one it wouldn't really solve is someone taking way too long to issue their orders.

Reply #38 Top

Quoting pigeonpigeon, reply 37
the only one it wouldn't really solve is someone taking way too long to issue their orders.

solved easily enough with a timer and AI giving orders for slowpokes..

Reply #39 Top

Why AI orders? If a player is not able to give his orders in the agreed timeframe, his units should just stand there doing nothing or carry on with whatever they were doing previous round.

Reply #40 Top

It's gonna be slow brain problems, not slow twitch response problems, people.  This isn't a console, we only solve the one!  (Aka the twitch problem) <-For those with the other.  I'm mean at 3:30am EST.

Reply #41 Top

Quoting Seboss, reply 39
Why AI orders? If a player is not able to give his orders in the agreed timeframe, his units should just stand there doing nothing or carry on with whatever they were doing previous round.

Why not AI orders? There will need to be a unit AI anyway, every RTS has it - your units need to be able to figure out what to do when, say, you've ordered them to move to location x but enemy unit y is blocking their path, and knights can't just stand there looking stupid when that archer they were fighting moves 20 yards away and pelts them from a distance, you'll want them to automatically close back into melee so they can fight. It's a logical extension to give the units a little initiative, i.e. move towards nearest enemy/assist nearest friendly that's fighting, so that you don't have to go through the tedious process of telling every unit "ok, now charge at the other guys and make them bleed".

Not to mention that Stardock will have to program a comprehensive AI for the AI players to use their units properly, I see no reason to turn off that wonderful programming for the human player's units (at least, the ones that don't have specific orders from the player) - it'll cut out all the tedious micromanaging of thousands of troops and let us focus on the pieces that actually matter, say our channeler/other uber unit with special abilities and spells. Not to say you can't/shouldn't micromanage the positioning and actions of every single foot soldier in your army if that's your cup of tea, but I see no reason every player should be forced to do so either.

Reply #42 Top

Quoting austinvn, reply 41
Why not AI orders? There will need to be a unit AI anyway, every RTS has it [...] it'll cut out all the tedious micromanaging of thousands of troops and let us focus on the pieces that actually matter

You're assuming the tactical battles will be RTS-like with hundreds of individual units whereas I'm more on a low unit count grid-based turn-basey model, where I would not want an AI to take initiatives.

I think I'm gonna close my yap until we got the basics of tactical combat. Until then, there's going to be a lot of misunderstandings :)

Reply #43 Top

Personally I hate the idea of allowing the AI to command a players troops, but I would never, ever, trust an AI.  They're stupido.  Now in multi-player, whatever, just makes it easier.  Especially since there wouldn't be a coherent strategy if a player moved some of his units and the AI then moved some for whatever reason. 

Reply #44 Top

Quoting SnallTrippin, reply 43
Personally I hate the idea of allowing the AI to command a players troops, but I would never, ever, trust an AI.  They're stupido.  Now in multi-player, whatever, just makes it easier.  Especially since there wouldn't be a coherent strategy if a player moved some of his units and the AI then moved some for whatever reason. 

Ok, that silence oath of mine was the shortest ever. So, yeah exactly! I don't remember the AI in Total War moving or charging on its own, except if the unit has a specific behavior (berserkers charging at will) or auto-behavior options (ranged units fire-at-will and skirmish modes).

Reply #45 Top

Well, you can put units/groups under AI control in TW, but it's crazy.  and now I really need to stop going on forums tonight.  Posted about 2x my total post count from all before now.

Reply #46 Top

Quoting austinvn, reply 22

quoting postBut this confusion has been with us for a long time. Look at this old journal post. Brad keeps referring to turns and real-time as if the two systems are interchangable.
I've been reading that journal and thinking - you know, Brad may be right in that they can be interchangeable. Look at this line in particular:


The idea is that you zoom in to a given battle and you see all your units there. From there, you can set the speed you want the action to take place (from “turns” to real time).
Real-time combat with a pause button (specifically, real-time combat that can be set to automatically pause every x seconds) IS simultaneous turn-based, no difference whatsoever. Think about it; your units are standing there, paused, and you select them one by one to queue up orders. Having finished, you hit your play (read: "end turn") button, and both your and enemy units spring to life, attempting to carry out their orders simultaneously - moving, attacking, whatever for a given period, let's say 10 seconds. After 10 seconds, the battle pauses - the "turn" ends - and you're free to give out new orders to your units, one by one, until you're ready to hit the play/end turn button again.

Now add in a "speed" slider, and you can have anything from "turns" that last 3 seconds each, allowing you to frequently change orders - to slow real-time combat with an automatic pause every 30 seconds - to slow, but continuous real-time combat with no automatic pauses (you might still have the option to manually pause, though I have difficulty imagining how that'd work for multiplayer) - to a fast, real-time clickfest that'd make any Command & Conquer fan feel at home. It can all be done with a single engine, all you need is that slider to determine how fast the action plays out/how often it pauses. Now, I don't know if this is the system Elemental will use, but for me, that's what that journal seems to suggest.

 

I'd dearly love to see this come to pass. while I still treasure wego games that have a simulated orders (LSN) this could be a quite acceptable compromise.

 

as for the whole pausing debate and TB/RT thing....have a look at online poker....most sites will let you decide what you want to do during an opponents turn, and then auto submit that move unless the game has changed significantly (ie it doesn't react to checks or passes but will scrap your decision if someone raises) then when it is your turn you get a limited amount of time to move in.