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The Fall - more combat infos
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Gorath
Mostly Harmless
Mostly Harmless




Joined: 03 Sep 2001
Posts: 6327
Location: NRW, Germany
The Fall - more combat infos
   

I found an unofficial German FAQ in the Silver Style forums.

Two small excerpts, translated and changed:


The Fall uses real time combat with "stop triggers". You can select 0-15 of them to control when the game pauses and waits for your commands.

Which "stop-triggers? are planned?
after...
1. ... enemy contact
2. ... enemy assault
3. ... own assault
4. ... got hit
5. ... enemy got hit
6. a char has less than 50% HP
7. dto., 50% HP
8. character dead
9. ammo clip empty
10. one ammo clip left for current weapon
11. dto., out of ammo
12. no secondary weapon
13. after an explosion
14. end of assault turn (party + enemies)
15. character without task


Which ?behaviour-sets? can be assigned to the party members?
1. attack on enemy contact
2. defend when attacked (but donīt attack first)
3. attack weakest opponent first
4. dto., strongest op.
5. dto., nearest op.
6. always kneel down during combat
7. dto., lie down ...
8. force secondary weapon attack
9. try head shot
10. flee on enemy contact
11. flee when out of ammo
12. auto reload
13. flee when HP <= 50%
14. dto., 25%
15. remain completely passive (char AI disabled)
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Post Tue Oct 07, 2003 1:01 am
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
   

I wonder if #14 is more or less the same as "standard" turn-based?
Post Tue Oct 07, 2003 9:25 am
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Remus
Overgrown Cat
Overgrown Cat




Joined: 03 Jul 2002
Posts: 1657
Location: Fish bowl
   

Sound like semi turn-based; BG & IWD series also used some of the options, e.g - paused upon spotting enemy or one of party members get hit.
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Post Tue Oct 07, 2003 4:29 pm
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
   

Yes, I agree. But a hundred pause options doesn't provide the control (in my opinion) of real turn-based. No. 14 sounds to me as if it pauses every turn which would come very close to real TB. I hope.
Post Tue Oct 07, 2003 11:25 pm
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Gorath
Mostly Harmless
Mostly Harmless




Joined: 03 Sep 2001
Posts: 6327
Location: NRW, Germany
   

#14 could be close to turn-based, with the difference that there are no movement points and all turns are executed simultaneously. Waypoints and order-stack can replace this to a certain extend.

TB offers more control but requires more annoying micromanagement. I donīt want to make every single step for 6 guys and reload all their guns.

Also TB doesnīt necessarily offer more options. Cooperation between party members isnīt really possible because they act one after the other. The lead designer said that barrage, for example, is possible.
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Post Wed Oct 08, 2003 6:34 am
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
   

Good point about action/movement points. I personally like the micromanagement but it obviously depends on the game design.
Post Wed Oct 08, 2003 8:37 am
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Hexy
High Emperor
High Emperor




Joined: 28 Jun 2002
Posts: 621
   

Heh, this system seems to be unnecessarily complex. It's like removing the flexibility and swiftness of a pause-and-play system.

And we all know TB puts too much focus into combat, is slow, stale, and quirky. It's also easily exploitable, due to the fact that you can kill your enemies before they even have a chance to move.
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Post Wed Oct 08, 2003 12:14 pm
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