Phased-turn in ranged combat

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Posted by Karla on September 29, 2000 at 14:27:04:

Can anybody from Heuristic Park, or anybody who knows,
explain how turns work in ranged combat? Let's say you
are in a melee with some monsters and both you and
them are now turn-based. Now another monster shows up
on the horizon and chucks a spell at you -- at this
point is he in real-time or he is turn-based also? If
the monster avoids closing to melee range, does he ever
gets into turn-based mode?

And what about movement? It seems that turn-based works
only with regard to attacks, while movement stays in
real-time always. Thus if I want to keep range open and
avoid melee, I have to back away in real-time, right?
There is no way for me avoid melee on a turn-based
basis -- if I want to run I can, but it's all in
real-time always.

IMHO that's not good. If I want to apply even the most
basic tactics (like trying to avoid being surrounded)
I have to pretend I am playing Doom and run around
in real-time. If I want to avoid melee -- same thing,
I have to avoid it in real-time, shooting arrows and
and spells as I run back: Doom (or maybe Heretic) again.

I think it is a problem.

To summarize: it seems to me that:

(1) Movement is never turn-based. Essentially, movement
is free (in the sense of turns/action points/etc.) and
is always real-time.

(2) Monsters enter turn-based mode when they close to
melee range, or -- possibly -- they enter it *after*
their first attack (which means the initiative is
always decided on the real-time basis: who shot first)

If I am mistaken about this, would somebody please
correct me?

Karla

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