paasi Posted July 30, 2013 Share Posted July 30, 2013 As we all know there are several forms of these and I'm wondering which of them will be implemented into PE. Will it be BG style pause-to-plan; Fallout style action point based; ToEE style true turn based or what? Link to comment Share on other sites More sharing options...
Prometheus Posted July 30, 2013 Share Posted July 30, 2013 (edited) Project Eternity will have Real time with pause like BG.(see quote below) Update by Josh Sawyer, Project Director..What is the combat like?Project Eternity's combat will feel very similar to the combat in the Infinity Engine games, which used a "real-time with pause" system. In such a system, events between combatants occur simultaneously, but the player can pause the game at any time. The player selects and commands one or more of his or her party members to issue orders, ranging from continuous activities, like making standard attacks, to the activation of limited-use tactical abilities, such as spells. Like the Infinity Engine games, Project Eternity will support auto-pause features that allow players to establish conditions under which the game will automatically pause (e.g., if a party member becomes unconscious). It will also feature a slow combat toggle that can be used with or in lieu of the pause feature. In slow combat, players can manage the flow of combat without needing to halt the game entirely. Edited July 30, 2013 by Prometheus Link to comment Share on other sites More sharing options...
AGX-17 Posted July 30, 2013 Share Posted July 30, 2013 There's no reasonable cause to differentiate Fallout 1-2's combat from what you call "true" turn-based combat. AP was simply a system that defined what actions a character could make during their turn. Link to comment Share on other sites More sharing options...
Greensleeve Posted July 31, 2013 Share Posted July 31, 2013 Also bear in mind that there will be no artificial time units in this game. Everything will have durations based on seconds or whatever. Warriors will have attack speeds measured in seconds, not attacks/round, spells will last X seconds, etc. Link to comment Share on other sites More sharing options...
Lephys Posted August 1, 2013 Share Posted August 1, 2013 Also bear in mind that there will be no artificial time units in this game. Everything will have durations based on seconds or whatever. Warriors will have attack speeds measured in seconds, not attacks/round, spells will last X seconds, etc. How do you know spells will all last 10 seconds, and why is Obsidian using Roman numerals to convey spell duration?! o_O I joke, and your info is solid. *nods* 1 Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u Link to comment Share on other sites More sharing options...
Greensleeve Posted August 1, 2013 Share Posted August 1, 2013 Also bear in mind that there will be no artificial time units in this game. Everything will have durations based on seconds or whatever. Warriors will have attack speeds measured in seconds, not attacks/round, spells will last X seconds, etc. How do you know spells will all last 10 seconds, and why is Obsidian using Roman numerals to convey spell duration?! o_O I joke, and your info is solid. *nods* OMG, you haven't heard? Liek seriously? Gooooooooooooood you are so behind on this stuff. Link to comment Share on other sites More sharing options...
Lephys Posted August 1, 2013 Share Posted August 1, 2013 OMG, you haven't heard? Liek seriously? Gooooooooooooood you are so behind on this stuff. ... *points to avatar* ^_^ Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u Link to comment Share on other sites More sharing options...
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