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Meaux_Pas wrote:We're here to go above and beyond.
Too infinity
of being an arsehole
Yakk wrote:The question the thought experiment I posted is aimed at answering: When falling in a black hole, do you see the entire universe's future history train-car into your ass, or not?
Meaux_Pas wrote:We're here to go above and beyond.
Too infinity
of being an arsehole
Yakk wrote:The question the thought experiment I posted is aimed at answering: When falling in a black hole, do you see the entire universe's future history train-car into your ass, or not?
setzer777 wrote:Yeah, just started playing it relatively recently. It is a lot of fun (and space does play a big part of that), but I do think it suffers a little bit from certain choices being obviously sub-optimal. Almost every time I use a negative status effect (except for things like sword techniques that do tons of guaranteed damage and have a chance of inflicting a status as frosting on the cake), I feel like I'm doing it intentionally to add variety to the game rather than trying my hardest to win.
Edit: Actually I think the sword techniques in that game might be the best way to handle powerful status effects: have them attached to an ability that also has some guaranteed effect.

SexyTalon wrote:Wait, are you just using melee status effects? Try some Time Magic. Slow is a hell of a thing.
Jebobek wrote:My first suggestion would be an attack style depreciation forcing you to change up your moves, like Super Smash Bros, where the damage % depreciates the more you use the same move.
The problem is that if the application of these debuffs are strictly chance-based, players will be looking on Gamefaqs for the underpinning % chances for the best moves. You either go the paper mario style for button-pressing minigames to enhance buffs/debuffs/damage, or go without and get buried in the math.
Meaux_Pas wrote:We're here to go above and beyond.
Too infinity
of being an arsehole
setzer777 wrote:I was mainly thinking of all of the useless Mystic, Geomancer, Knight, and Orator abilities. Low success rates combined with the fact that other classes can often take out 1/3-1/2 of most enemies' max HP in one swing.
addams wrote:Torture is Not how to get information.
The way to get information is with Blue Berry Pancakes.
What makes for good turn-based combat?
I was mainly thinking of all of the useless Mystic, Geomancer, Knight, and Orator abilities.
SexyTalon wrote:*swoons* I love you, all powerful pseudoidiot!
ShootTheChicken wrote:I can't stop thinking about pseudoidiot's penis.
Jebobek wrote:When it comes to damage, its hard to escape math, as we base everything off of it in our combat systems. There are ways to get rid of things like, say, experience points. In Paper Mario, you level every 100 stars. An enemy that gives 2 stars at lvl 1 gives only 1 at lvl 2. It eventually gives 0 at lvl 4 or so. It eliminates over-grinding and under-grinding at the same time, as getting 10 stars off something out of your league will level you up quickly. There are obviously means of math programming behind the scenes, but the player only sees those little stars build up.
DaBigCheez wrote:Because I totally think Snark's the kind of guy who could pull off a stunt like "let teammate get vigkilled by your drone D1, to make yourself a "confirmed town" for not going against it, then pick off everyone while laughing about it."
I find it telling for how good FFT was - that you refer to a game that predated it by two years as being "A FFT-like game that stands out by being good".omgryebread wrote:....The countless battle systems that are essentially Final Fantasy Tactics with a different story line and different animations and spell names are, for the most part, totally forgettable. A few stand out just because they're very good (Tactics Ogre and Vandal Hearts) ...
Gelsamel wrote:Try Gungnir. It's very positioning and combo dependant. It also has cast delay as well as movement delay. Consumable items have to be equipped and are limited use, and you have to take control of strategic points on the map to be any good.
Zcorp wrote:Turn based games lack a significant aspect of tactics. They lack of precise execution of maneuvers, and positions that give significant tactical advantages. Games that can some how make of for this lack of precision and important positioning make the best TBS's.
Derek wrote:Zcorp wrote:Turn based games lack a significant aspect of tactics. They lack of precise execution of maneuvers, and positions that give significant tactical advantages. Games that can some how make of for this lack of precision and important positioning make the best TBS's.
What? Positioning is hugely important in pretty much every TBS. The genre would be incredibly boring without it.
Menacing Spike wrote:Gelsamel wrote:Try Gungnir. It's very positioning and combo dependant. It also has cast delay as well as movement delay. Consumable items have to be equipped and are limited use, and you have to take control of strategic points on the map to be any good.
The interface is also incredibly complex, obscure, and hostile.
What positioning do you speak of?
philsov wrote:What positioning do you speak of?
A few examples:
- Tanking at choke points. Fire Emblem does a lot of this. If the hallway is two units wide, the two units at the front better have good defenses and dodge.
- Unit facing can make a big deal regarding evasion, game specific
- Unit clustering -- in fft, punch art skills and basic-level buffs (haste, protect, etc) have poor vertical tolerances so placing units on land that is the same height together works very much to your advantage
- Archers and height/range advantage
- Zone of Control - I can't cite many games with this mechanic aside from Battle for Wesnoth, but most units can't simply run past others and attack whatever they want. When they run into an enemy unit, they are stopped at all adjacent parts. When the turn starts and they have enemies next to them, they can move at most 1 hex away. A pincered unit cannot flee.
And calling them tactics is a misnomer. But you are correct in that what is important is the concept not the word.Gelsamel wrote:I also think you misunderstand how most people use the word "tactics". Tactics are just about the plans and steps you take to win a battle, while strategy is about the plans and steps you take to win a war. Consider that all these games, FFT/A/A2, Tactics Ogre, Fire Emblem, Gungnir, ETC. are in the genre called 'Tactical Roleplaying Games'
It isn't what 'I personally feel different' about them. It is a consistent observation about what makes deeper game play.Of course, you can use the word however you want, but even if we do accept your definition... then who cares whether it's 'tactics' or 'strategy' because the games are still highly position dependant. Your own personal distinction between which is tactics and which is strategy is largely meaningless and only serves to arbitrarily demarcate gameplay into two types you personally feel different about.
Wiki on Military Tactics wrote:Military tactics, the science and art of organizing a military force, are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle [1]
Wiki on Military Strategy wrote:The father of modern strategic study, Carl von Clausewitz, defined military strategy as "the employment of battles to gain the end of war." B. H. Liddell Hart's definition put less emphasis on battles, defining strategy as "the art of distributing and applying military means to fulfill the ends of policy"
novax6 wrote:Well you're also talking about only the specific tactics genre exemplified by FFT and others, not all games that are turn based. Loads of strategy and military games are turn based, and turn based combat that uses DnD rules, such as Temple of Elemental Evil.
Just wanted to make that distinction, because you make it sound like by the game being turn based instead of realtime, it somehow loses tactical or strategic depth, which is not the case at all.
Roosevelt wrote:I wrote:Does Space Teddy Roosevelt wrestle Space Bears and fight the Space Spanish-American War with his band of Space-volunteers the Space Rough Riders?
Yes.
Status effects and whatnot are just leftover cruft from JRPG 'combat systems', it's not really 'combat' at all, more like a card-game, or an elaborate game of rock-paper-scissors.
Roosevelt wrote:I wrote:Does Space Teddy Roosevelt wrestle Space Bears and fight the Space Spanish-American War with his band of Space-volunteers the Space Rough Riders?
Yes.
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