Turn Based Question/Suggestion - Printable Version +- BT Forums (http://balconyteam.com/forums) +-- Forum: Balrum (/forum-3.html) +--- Forum: Ideas / Suggestions (/forum-7.html) +--- Thread: Turn Based Question/Suggestion (/thread-140.html) |
Turn Based Question/Suggestion - Galaad - 07-20-2013 12:10 AM This may have been covered somewhere and I missed it. I know the combat is turn based...But do all actions take 1 turn or do some stronger spells take 2-3-4 turns to cast? Same with other powerful abilities? This could be nice if it applied to monsters as well, allowing you to use "counter" spells or abilities or to "avoid" certain attacks. This would greatly improve the tactical side of the game, while also giving a more evident use to spells or abilities that stun/slow down etc. Would be nice if it applied to melee/ranged skills and not only spells. If you are faced by a horde of fairly weak spider for example...a "ranger" type of fighter having trained the right skill could launch a hail of arrows that do less damage each but that can be shot 2-3 times per turn. Same with a melee fighter, allowing you to rain blows on multiple foes, maybe with less damage/precision as well but allowing you to dispatch weak foes efficiently with the right skills. RE: Turn Based Question/Suggestion - cromcrom - 07-20-2013 04:13 AM Yes, I heard in some videos that some spells will take more than one turn to cast, and be interruptable. RE: Turn Based Question/Suggestion - Obsyd - 07-20-2013 08:00 AM Yes there are spells/abilities that take 2-3 turns to cast! For example a skeleton warlock sometimes casts a 2 turn cast pyroblast that you can interrupt RE: Turn Based Question/Suggestion - Stevedog - 07-23-2013 04:18 AM So is the turn based mechanic more like a Roguelike where each character gets one step/attack/whatever per turn or is there some form of Action Point system? If the latter do these more advanced spells simply mean you lose subsequent turns or do you have to make a conscience desicion each turn to continue casting a complex spell? RE: Turn Based Question/Suggestion - Galaad - 07-23-2013 12:18 PM It is real time until you enter combat, then from what I can tell each (well most at least) action you take counts as a turn and the NPCs in your area also can then take 1 action as well. You don't press a end turn button or anything, it just happens automatically as soon as you have completed your action. So, from what I see if you cast a spell that takes 3 turns to cast, that means when you cast it, the monsters around you will be able to move or attack or do whatever for 3 rounds. Meaning that you RE: Turn Based Question/Suggestion - Stevedog - 07-24-2013 05:06 AM Thanks for the feedback. That sounds eerily like what I have always wanted to see in a turn based RPG. But I'm starting to get used to the idea that this game is going to be filled with ideas that I've always wanted in a game. RE: Turn Based Question/Suggestion - Bearhug67 - 08-03-2013 04:53 PM I am not sure if that got posted from Galaad or someone else as it is late and I am tired. But just in case it was not posted let me add two cents to make the system a bit more flexible with some simple additions: In case you cast a powerful spell but realize that the enemies might flank you, reach you before you can finish or else; it would be nice if you could just decide to stop the spell, loosing the spell points for it but try to quickly improvise another counter action instead. Another aspect could be that instead of a spell being interrupted through an attack, their might be also a smaller chance for a misfire of it, adding a little spice to the adventurer life called uncertainty of life , e.g. a spell going off into unwanted direction if the player gets hit during casting. Another neat feature could be to have objects/substances which might boost a spell but might be not necessary for weak spells, but might be mandatory for more powerful spells (for game balance ). Of course all those options should be also possible for the enemies as well and not just the player. |