Turn based vs real time gaming
Posted: 2004-02-29 10:15pm
Real-time and turn-based games both have advantages and disadvantages, and a different fanbase I imagine, even tho I like both; but games don't have to be split down that divide anymore.
Fast RT games suck, because you can only do one thing at once and you're little dudes/ships/whatever don't have any initative, so your intervention is required everywhere. Turn based suck because they usually use old-score things like visible grids, no turn time limits, boring combat, etc. However, a slow RT game with full scripting for AI would avoid these problems entirely.
If you could code your own 'scouting' AI script, you wouldn't have to nurse your vulnerable recon units away from battles, constantly queing up waypoints around your mapped area. Your groups could be scripted to execute plans without you having to manually do it all; and moreover you'd be able to script the taskgroups and any unit production to maintain your unit balance without having to keep clicking on buttons. Proper scripting would allow you to define your own levels of relationships with other players in real time, by setting AI levels like proximity and such.
Scripting could also remove the time-critical aspect of RTSs, in that even if you don't notice a battle start or a resource run out, your little dudes have a SOP to actually do something, instead of stand about. Many games don't even have target priotisation, so you have to micromanage to the level of making sure your AT guys aren't shooting at planes. All this could be scripted, and indeed prepared pre-game and modified during to suit.
So why, in the world where all the gamers I know engage in some level of scripting or modding, don't any games do this? ATM I'm playing some Kohan for the first time in a while, and constantly retreating my scouts from battles then resetting their circular scout path is the kind of boring repetitive task that cries out for scripting.
A friend of mine at Mincom believes he could code a Kohan script to defeat the AI without any input from him; I'd love to be able to implement labour-saving code like this. Particularly since with the freed up attention, games could have a little more depth than your average RTS, and closer to your turn-based level. RotK, anyone?
(all this because I saw the Front Mission 4 trailer.... die turn based die!)
Fast RT games suck, because you can only do one thing at once and you're little dudes/ships/whatever don't have any initative, so your intervention is required everywhere. Turn based suck because they usually use old-score things like visible grids, no turn time limits, boring combat, etc. However, a slow RT game with full scripting for AI would avoid these problems entirely.
If you could code your own 'scouting' AI script, you wouldn't have to nurse your vulnerable recon units away from battles, constantly queing up waypoints around your mapped area. Your groups could be scripted to execute plans without you having to manually do it all; and moreover you'd be able to script the taskgroups and any unit production to maintain your unit balance without having to keep clicking on buttons. Proper scripting would allow you to define your own levels of relationships with other players in real time, by setting AI levels like proximity and such.
Scripting could also remove the time-critical aspect of RTSs, in that even if you don't notice a battle start or a resource run out, your little dudes have a SOP to actually do something, instead of stand about. Many games don't even have target priotisation, so you have to micromanage to the level of making sure your AT guys aren't shooting at planes. All this could be scripted, and indeed prepared pre-game and modified during to suit.
So why, in the world where all the gamers I know engage in some level of scripting or modding, don't any games do this? ATM I'm playing some Kohan for the first time in a while, and constantly retreating my scouts from battles then resetting their circular scout path is the kind of boring repetitive task that cries out for scripting.
A friend of mine at Mincom believes he could code a Kohan script to defeat the AI without any input from him; I'd love to be able to implement labour-saving code like this. Particularly since with the freed up attention, games could have a little more depth than your average RTS, and closer to your turn-based level. RotK, anyone?
(all this because I saw the Front Mission 4 trailer.... die turn based die!)