StraitLacedDeviant
Erudite
I was reading peoples issues with multiplayer games using turn based and most of them just quote lack of patience as the issue. If a game were to have simultaneous turns for all the users. Imagine the scenario:
*Game enters turn based*
Player A: Fires aimed shot at player B's eyes with 50% accuracy and sequence rating 5
Player B: (Making choices at same time) fires at Player A with shotgun accuracy of 80% sequence of say 4
*They both end turn*
Turn plays out: Player A fires first and hits, the impact to the eyes drops B's attacks accuracy to 30% and he misses, sustaining perception damage.
If that makes sense to anyone else would it be implementable. As far as two players having same sequence rating, you could just have a random chooser. If a lot of people were using the system it would be chaotic, with no sure way of knowing how your attack would work out or what your opponent was planning until after the combat was played out. But it seems more realistic combat ( I KNOW realism isn't everything.) without going twitch.
*Game enters turn based*
Player A: Fires aimed shot at player B's eyes with 50% accuracy and sequence rating 5
Player B: (Making choices at same time) fires at Player A with shotgun accuracy of 80% sequence of say 4
*They both end turn*
Turn plays out: Player A fires first and hits, the impact to the eyes drops B's attacks accuracy to 30% and he misses, sustaining perception damage.
If that makes sense to anyone else would it be implementable. As far as two players having same sequence rating, you could just have a random chooser. If a lot of people were using the system it would be chaotic, with no sure way of knowing how your attack would work out or what your opponent was planning until after the combat was played out. But it seems more realistic combat ( I KNOW realism isn't everything.) without going twitch.