This is why some Turn Based games have an "undo" button. To solve exactly the situation in which you just described.Also a game where you can accidentally miss click and fuck up a well calculated attack might also do well to have a way to either recover from the miss-click or offer saving during combat..
yes, and I really appreciate games that have that since I play various games at the same time and some are right click to move and some left click to move and some are all left button (move+action) and some mix it up etc..I can sometimes miss click and not being able to undo the action can be annoying..This is why some Turn Based games have an "undo" button. To solve exactly the situation in which you just described.Also a game where you can accidentally miss click and fuck up a well calculated attack might also do well to have a way to either recover from the miss-click or offer saving during combat..
The first step to recovery is unbinding the quicksave key.i dont walk a step without saving
yes, i am that sad
This shit drove me insane in DOS2. Characters are animated during combat and their hitbox moves with the animation.This is why some Turn Based games have an "undo" button. To solve exactly the situation in which you just described.Also a game where you can accidentally miss click and fuck up a well calculated attack might also do well to have a way to either recover from the miss-click or offer saving during combat..
Having an action rollover log to facilitate an undo button adds a lot of complexity. I've only ever seen it in 4x games. Any tactical combat examples?This is why some Turn Based games have an "undo" button. To solve exactly the situation in which you just described.Also a game where you can accidentally miss click and fuck up a well calculated attack might also do well to have a way to either recover from the miss-click or offer saving during combat..
Shit, I don't actually remember any... Sorry.. It's weird because I remember playing some Turn Based games that had the feature in past. I just can't think of any at the moment.Any tactical combat examples?
Timestamped where he begins discussing the undo systemShit, I don't actually remember any... Sorry.. It's weird because I remember playing some Turn Based games that had the feature in past. I just can't think of any at the moment.Any tactical combat examples?
You can use this same argument for including any feature in the game.Don't like saving during combat? Don't do it.
Blocking off if others from doing so is just pathetic, SJWish, and what a Nazi Karen would do it.
This literally effects nobody but the one doing it. Lol
Unity of Command, Invisible Inc.Shit, I don't actually remember any... Sorry.. It's weird because I remember playing some Turn Based games that had the feature in past. I just can't think of any at the moment.Any tactical combat examples?
So you'd be OK with RPGs adding a button that just killed any enemy you target no matter what?Not really. The choice of including features or not can affect everyone. What raves classes, skills, spells mobsters, etc effects everyone. The choice if tb vs rt combat or even including both effects everyone. Graphics and music's affect everyone. Writing styles (BG vs DA2) affects everybody.
So, stop with the intellectual idiocy, moran.
You know speeding up gameplay at a toggle is a great idea. A lot of emulators have turbo options and various states to speed things up (I tried it recently on a slow tactical game and it made grinding more enjoyable instead of watching the same damn slow animations and text over & over again.My two cents:
- Speed up combat movement by x2-x5 depending on the actual speed
- Speed up Combat animations by the same amount
- Improve your AI calculation to make it faster
Once it's done, would the game still have long battles?
If so, allow a save mid-battle or every 3/4/5 turns.