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Why Changes were made in 4e
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<blockquote data-quote="Celebrim" data-source="post: 4941196" data-attributes="member: 4937"><p>An interrupt power is defined in the turn based game as something you can do on the opponent's turn. Guess what? When you go real time, there aren't turns or rounds (per se), and there certainly isn't anything like 'the opponent's turn'. Different abilities would translate to different sorts of refresh cycles and that's it.</p><p></p><p>As for the control issue, I think you vastly underestimate the twitchiness of your average gamer, but there are several options for setting up a control system, for exampe allowing you to either preselected the next interrupt you intended to use, or you had some window after the interrupt was 'readied' where you could select which to use. Will you have the exact level of control in a real time game that you had in a turn based game? No, of course not, that's ridiculous. Real time speeds things up immensely. When I was involved in converting Btech and Star Fleet Battles to real time, as a player with a background in the turn based board games, one of my early frustrations was the lack of control I felt relative to what I was used to, even when the game played at a relatively slow rate as far as the twitch gamers where concerned. </p><p></p><p>Would it be an exact port of the turn based game? No, of course not, but I don't foresee any of the problems converting it that cropped up in converting say SFB. </p><p></p><p>For example, when you complain that pushing a character loses its major advantage, what you are really saying that pushing a character loses its major advantage in a turn based game. In a real time game, what pushing does is give you time to refresh your attacks by putting distance between you and the attacker. It serves to break up 'mobs' so that you are effectively getting hit less often per second. At one level, it's practically a 'stun'. In a real time game, you can push and then run away - you don't just sit there waiting for your 'turn' to come back. So while the purpose and balance may change some, the idea of battlefield control is still useful.</p><p></p><p>The only big problem I foresee is the big problem that every internet based real time tactical combat game has - lag. Dealing with lag is always the hard part of designing a game of that sort. That's why most internet games with large numbers of players are generally tactically simple.</p><p></p><p></p><p></p><p>I think that says alot more about your biases than it does about the ability to port 4e to a real time game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4941196, member: 4937"] An interrupt power is defined in the turn based game as something you can do on the opponent's turn. Guess what? When you go real time, there aren't turns or rounds (per se), and there certainly isn't anything like 'the opponent's turn'. Different abilities would translate to different sorts of refresh cycles and that's it. As for the control issue, I think you vastly underestimate the twitchiness of your average gamer, but there are several options for setting up a control system, for exampe allowing you to either preselected the next interrupt you intended to use, or you had some window after the interrupt was 'readied' where you could select which to use. Will you have the exact level of control in a real time game that you had in a turn based game? No, of course not, that's ridiculous. Real time speeds things up immensely. When I was involved in converting Btech and Star Fleet Battles to real time, as a player with a background in the turn based board games, one of my early frustrations was the lack of control I felt relative to what I was used to, even when the game played at a relatively slow rate as far as the twitch gamers where concerned. Would it be an exact port of the turn based game? No, of course not, but I don't foresee any of the problems converting it that cropped up in converting say SFB. For example, when you complain that pushing a character loses its major advantage, what you are really saying that pushing a character loses its major advantage in a turn based game. In a real time game, what pushing does is give you time to refresh your attacks by putting distance between you and the attacker. It serves to break up 'mobs' so that you are effectively getting hit less often per second. At one level, it's practically a 'stun'. In a real time game, you can push and then run away - you don't just sit there waiting for your 'turn' to come back. So while the purpose and balance may change some, the idea of battlefield control is still useful. The only big problem I foresee is the big problem that every internet based real time tactical combat game has - lag. Dealing with lag is always the hard part of designing a game of that sort. That's why most internet games with large numbers of players are generally tactically simple. I think that says alot more about your biases than it does about the ability to port 4e to a real time game. [/QUOTE]
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