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Originally posted by Dark Madman: **If it's possible to choose actions during the pause, then it's possible to create turn based fights...
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You are correct. But suppose the game author would like to have more than one PC and/or create situations involving a number of enemies and NPC's in addition to multiple PC's then the pause feature would not be very useful if keyboard selected. The player would have to 'hit' the 'trigger' key at 'the beginning' of the 'round'. Which smacks of 'turn based'. 'Event selected' is even more difficult to implement... When/how is the event to be triggered? After a certain length of time passes? After each participant has a 'turn'? Or is the player to take the character to a 'trigger spot'? Or perhaps after an injury/fatality occurs? Just make it 'turn based' to begin with and let the 'real time' battles be 'worked out'.
Why want 'real time' when the author is going to have to 'work around' it for many, many different types of scenarios? If the player can, in fact, negate it with a keystroke at the 'right time'? 'Real time' battles belong in a singular genre of RPG's and to make them mandatory in Coldstone is 'crippling' to the variety of other types/genra of RPG's. And, ladies and gentlemen, 'real time' battles are not real battles... As powerful as our computers are they still can't provide even 10% of the nuances that comprise a real battle. They still degenerate to 'hack and slash'.
It was discussed in another thread why more than one RPG generating program is needed... And these are the two main issues. Single PC, real time battle generators are severely limited in their output types.
Fortunately there does exist other RPG Generating programs, so if Coldstone is in fact crippled in this way, all is not lost. What we can hope for is for Coldstone to produce KA RPG's of this type.
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