enkephalin07 Posted November 27, 2008 Share Posted November 27, 2008 I doubt the CS will make this possible, but maybe the SE will. For a good, complete integration of TB, it has to be seamless with RT, so that when you switch, you have the same AP's at any point, entering or leaving. This means all actions should be doable and shown in TB mode, and all actions done in RT should cost AP's equivalent to their animation times, AP's that you won't be able to spend on switching back to TB. That includes taking stims and chems, switching ammo loadouts, opening containers and/or doors, hacking or lockpicking, etc. I've read J.E. Sawyer's solution on movement and AP, to make movement cost AP regeneration, but I'm not sure I agree. In RT, you can both run and shoot at the same time, and it'll cost your ranged accuracy and defense against close contact attacks, so why not in TB? Movement rates could be determined by Agility, modified by Perks and Encumbrance, and wholly separate from other actions you're taking. If you add in crit failures on attack, or even crit failures on doing mundane tasks while taking a hit, there's penalty enough (getting clubbed with a nailboard while trying to shoot up could have results more unpleasant than simply dropping your dope.) In this case, hexes aren't so much a gameplay mechanic as a convenience; much like in CTB, they allow the player to choose where they're moving during the turn, whether they're walking or running or sneaking, whether they're performing other actions with movement or not. If this is doable it could make Bethesda realize the opportunity they missed out, by leaving the option to switch between real-time twitch reflect and strategic action, and show how dramatic turn-based strategy can really be. Link to comment Share on other sites More sharing options...
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