| View previous topic :: View next topic |
| Which combat-style do you think requires you to use more strategy and planning when playing? |
| turn-based combat |
|
15% |
[ 3 ] |
| real-time combat |
|
26% |
[ 5 ] |
| they both require the same amount of strategy |
|
10% |
[ 2 ] |
| it varies |
|
47% |
[ 9 ] |
|
| Total Votes : 19 |
|
| Author |
Message |
Fizzeh

Joined: 18 May 2004 Posts: 9 Location: Where I live is not important! -slams door of soda machine-
|
Posted: Thu May 20, 2004 8:13 pm Post subject: GASPEH. Real-time/turn based combat. Equals in brain matter? |
|
|
well, it just hit me now, but does turn-based
combat require more thinking and planning on your part
than real-time combat?
hmmm....-thinks-
_________________
I ish a soda machine. Anger me and I shall fall on you. |
|
| Back to top |
|
 |
caramelpopcorn

Joined: 01 May 2004 Posts: 6321 Location: good ole' US of A
|
Posted: Thu May 20, 2004 8:19 pm Post subject: |
|
|
I voted for "It varies". Every game is unique, and sometimes two turn-based battle systems can be completely different.
The Tales' series real-time battle system requires some planning and customization. You have to choose which character you will control, and the three other characters in your team so you have a balanced variety, or whatever fighting style you prefer. You have to configure the AI settings and set your skills to the B button. You also have to decide which spells/skills you'll turn off for the AI, and arrange a battle formation. You have to set up your U-attack list. And of course you have to wear the right equipment. A lot of thought and preparation beforehand will definitely make your battle easier for you.
Last edited by caramelpopcorn on Fri May 21, 2004 12:52 am; edited 1 time in total |
|
| Back to top |
|
 |
trowabartan
Joined: 03 May 2004 Posts: 331 Location: With cute girls
|
Posted: Thu May 20, 2004 8:36 pm Post subject: |
|
|
Both require a lot of preperation strategy before battles but I generally think and plan a lot more in turn based. That's because of my style. I like to try and take out the enemy as quick as possible while not taking any damage. In real time console rpgs this not always but usually means rushing the opponent and keeping them pinned and unable to act until they die. In turn based I have to plan out the order of my attacks in order to accomplish this. _________________ "All I want is what any man would want, a drink, a woman and a bit of gambling not necessarily in any given order" - Son of Battles: Mat Cauthon |
|
| Back to top |
|
 |
Emral
Joined: 06 May 2004 Posts: 485 Location: Derris-Kharlan
|
Posted: Thu May 20, 2004 9:43 pm Post subject: |
|
|
It varies becasue Turn-based can have it's twitsts, and flips, and so can Real-time... _________________
 |
|
| Back to top |
|
 |
Apocalypse

Joined: 09 May 2004 Posts: 226
|
Posted: Thu May 20, 2004 10:58 pm Post subject: |
|
|
My vote goes for turn-based. I like both action and traditional (turn-based) Rpgs. When I feel like playing a game more aimed at strategy; I would pick up a traditional Rpg rather than action.
Traditional Rpgs have greater strategy/tactical enforcement because there are many things for you to consider before making a choice for your next action. For instance... before you attack; you might want to consider any elemental/weapon weaknesses, or maybe you want to cure your status-ailment, or possibly you want to defend against an oncoming attack. These make turn-based have better strategic value because they make you think before you go out and do something. Action requires what the name suggests... action. There is no time for you to think about your next move... and if you do; prepare to die.  _________________
 |
|
| Back to top |
|
 |
Charlie

Joined: 10 May 2004 Posts: 13381 Location: Nationalist Canada
|
Posted: Thu May 20, 2004 11:05 pm Post subject: |
|
|
I'll go for the obvious turn-based. In all Action RPG's, all I ever do is rush the enemy and mashing the attack button. The only time that differs is that if I can jump, I'll jump in and then keep mashing the attack button. I win 90% of all confrontations that way. The other 10% requires remembering boss patterns and playing defensively. _________________
 |
|
| Back to top |
|
 |
Cyllya Administrator

Joined: 01 May 2004 Posts: 4700 Location: Arizona, USA
|
Posted: Fri May 21, 2004 12:35 am Post subject: |
|
|
It varies, of course. A lot of real-time games are just "mash the attack button" but the people who approach Tales that way are the ones who complain about Tales being really, really hard.
Here are some things you need to think about in Tales games:
About your characters
-What buttons other than A button do. In all these E3 impressions I've been reading lately, once the person figured out that A = Slash, they didn't bother with finding out what all the other buttons do! There's a lot more to the battle system than just slash-slash-slash.
-Strengths/Weakness of your weapons. Lloyds swords have two stats--slash and stab. If you're using a weapon with a high stab, you should stab more often right? You need to consider the range of the weapon. You need to consider the elemental property of the weapon.
-How are your other characters backing you up?
-Who should use that item that you need to have used?
-how smoothly your characters can go from one kind of attack to another
-
About your enemies
-the size of the enemy. Can you knock it into the air or can you knock it back? Or is it just a solid WALL? Could another enemy be hiding behind it? If it's a very tiny ground-going enemy, you probably don't want to do a jump attack on it because you'll probably miss!
-the speed of the enemy. How it moves around, how quickly it attacks, how quickly it recovers after it makes an attack, how quickly it recovers after it receives an attack.
-does it fly?
-How does it attack? Swing it's weapon/claw? Suddenly charge/dive at you? Spin? Attack from a distance?
-Is it good at tossing you into the air? (See the first point about your characters)
-What are its elemental strengths and weaknesses
-Is it too your advantage to jump over it? It's always better to attack from behind if possible, but jumping over might not work because a) the enemy has good reflexes and will turn around quickly to attack YOU from behind as you land, or b) it attacks in such away that it hits everything around it and will hit you as you land, or c) it's too big to jump over.
-Does it attack in such away that jumping is a good way to dodge? (Good to jump when something tries to stab you with a sword, but not when something is swinging its weapon downward at you.)
-can you judge its next actions by what it's doing now? You can usually tell when something is about to cast a spell.
Fortuneately, much of that becomes second-nature before long. But it's still not A, A, A, A, A, A for the whole battle. _________________
  |
|
| Back to top |
|
 |
trowabartan
Joined: 03 May 2004 Posts: 331 Location: With cute girls
|
Posted: Fri May 21, 2004 2:26 am Post subject: |
|
|
Those are good points though most of that cyllya I do without thinking(working in the enemies size, speed, and attacks) and/or is also apart of turn based strategy directly or in another form(elemental properties, equipment properties, how the other charachters are working with the main, who should use the needed item, ect..)
Though perhaps it will be different in ToS and SO3. I'm not so sure on any new things(I've purposely tried not to look though) that will really mix up the battles system from previous tales(though it does sound like jumping is a lot easier and useful now) but I do know that SO3 throws in the fury(guts) bar and mp kill which is something that will require a new layer of strategy. Perhaps after I've played this new generation of real time rpgs I'll have a new opinion  _________________ "All I want is what any man would want, a drink, a woman and a bit of gambling not necessarily in any given order" - Son of Battles: Mat Cauthon |
|
| Back to top |
|
 |
rune_devros

Joined: 01 May 2004 Posts: 15120 Location: Mayohiga
|
Posted: Fri May 21, 2004 12:23 pm Post subject: |
|
|
Both types have the ability to degenerate into "Mash the A / X button fests." Cyllya covered all of it very well. I think the type of battle that requires most thinking is FFT and FFTA style tactical system. _________________
[Lost Sky Project - Touhou SRPG - v0.5.0] |
|
| Back to top |
|
 |
caramelpopcorn

Joined: 01 May 2004 Posts: 6321 Location: good ole' US of A
|
Posted: Fri May 21, 2004 2:08 pm Post subject: |
|
|
| Lord Fawkes Garde wrote: | | Both types have the ability to degenerate into "Mash the A / X button fests." |
Exactly. For example, in most of the Pokémon series RPG for the GB (it's got a turn-based battle system, if you don't know), I ended up getting to such a high level that all I had to do was press A continually (my strongest attack is always put at the top) and I ended up winning anyway. ("Flamethrower, Charizard! Flamethrower! Flamethrowerrr!!")
Actually, if you just mash A in ToS you probably won't get a very good grade at the end of each battle. ^^0 Strategy RPGs probably require the most thnking, and usually those are turn-based. |
|
| Back to top |
|
 |
Charlie

Joined: 10 May 2004 Posts: 13381 Location: Nationalist Canada
|
Posted: Fri May 21, 2004 2:50 pm Post subject: |
|
|
| caramelpopcorn wrote: | | I ended up getting to such a high level that all I had to do was press A continually (my strongest attack is always put at the top) and I ended up winning anyway. |
If you keep leveling high-powered characters, that's true for almost all types of RPG's. Before you started leveling up your Pokemon, didn't the battles require strategic planning of the Pokemon types and elements of attacks? _________________
 |
|
| Back to top |
|
 |
skcll
Joined: 05 May 2004 Posts: 364
|
Posted: Fri May 21, 2004 4:37 pm Post subject: |
|
|
| i think rts's require the most skill. tbs's allow the most time to strategize. |
|
| Back to top |
|
 |
caramelpopcorn

Joined: 01 May 2004 Posts: 6321 Location: good ole' US of A
|
Posted: Fri May 21, 2004 8:40 pm Post subject: |
|
|
| Charlie wrote: | | If you keep leveling high-powered characters, that's true for almost all types of RPG's. Before you started leveling up your Pokemon, didn't the battles require strategic planning of the Pokemon types and elements of attacks? |
Hmm, I guess. I think it really depends on the person. I like a varied, balanced team, with element-specific attacks (ie a fire pokemon with fire attacks), and I usually keep all my pokemon at the same level, so I rely heavily on element opposition. But my little cousin gets one normal-type pokemon and uses him for every battle, so she doesn't care about the elements (except against ghosts, she has to use that one attack that HootHoot has first). |
|
| Back to top |
|
 |
rune_devros

Joined: 01 May 2004 Posts: 15120 Location: Mayohiga
|
Posted: Fri May 21, 2004 10:18 pm Post subject: |
|
|
I think Pokemon required a lot of strategy to make a truly effective team against other human players and even the Stadium games. For example, I used to believe that only attack moves were ever needed and neglected some of the less powerful but equally useful moves like Roar and Thunder Wave. Put them all together, and you can get some insanely powerful pokemon. _________________
[Lost Sky Project - Touhou SRPG - v0.5.0] |
|
| Back to top |
|
 |
Cubre

Joined: 08 May 2004 Posts: 1794 Location: -IN YOUR HEAD-
|
Posted: Fri May 21, 2004 11:02 pm Post subject: |
|
|
i think real time for FF will works quite nice....turn base just gets repetitive after a while _________________ ( |_| B 3 |)
 |
|
| Back to top |
|
 |
|