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That sounds like a challenge, doesn't it? Quite a chore, even. This thought comes from the concept of a Final Fantasy MMORPG (I know there is one).
Most of the time one would be moving and acting real time, which makes the transition quite challenging. When in a single player game it doesn't affect anybody else that somebody gets into a fight.
Somebody gets into a fight. Their presence is now turn based. What happens?
I like the third option for flexibility.
Why bother? Combat won't suffer from lag. You have time to make strategical decisions, experiencing another kind of suspense. Maybe there's more.
Entering combat under this system
Action: "Target" person - not turn dependent, activates at the beginning of the next round if already in combat, starts combat if not. Designated allies of either participant are automatically joined.
Action: "Join" battle - Has the same effect as if a member of that battle had targeted you at that time, you'll be joining the next round.
In both cases you need to be within range.
You get your turn in combat based on some initiative roll or plain stats, this regardless of who initiated combat. Maybe assassins and thieves could have a trick to gain a free round, or a quick action before the full combat initiates.
Range
"Front line", "Second line", "Rear"
Selecting one of these positions could be part of the initiate combat action. Position in the real world will affect positioning. Melee range and near melee range will give the alternatives "Front line" and "Second line". Longer ranges, up to within reach of your readied ranged attack cause "Rear" to be the only available selection.
Not handled: 3 way combat, betrayal, stray attacks...
That's probably not all of it.
The future: Adellion
Common flaw in MMORPGs: The ability to die casually
Advantages of Adellion: Dynamic world (affected by its inhabitants)
Player-driven world (beasts won't be an endless supply of mighty swords, gold will come from mines, not dragonly dens)
Player-driven world (Leadership is the privilege of a player, not an npc)
Comments
You my friend have never played Rubies of Eventide.
Hi! My name is paper. Nerf scissors, rock is fine.
MMORPG = Mostly Men Online Roleplaying Girls
http://www.MichaelLuckhardt.com
Fairyland uses a combat system that looks a lot like that. works pretty well.
I am a big fan of GBT myself.
However, GBT and only having 1 character and peoples playing...well, I see many rules that must apply.
- To save time and reduce waiting:
A- Peoples play their turn simulteneously, it is a little complicated but you wait only for the slowest member instead of waiting for everyone.
I could write more ideas...but saddly, I am not in the mood ATM. Just consider that this A-rule is the first basic rule from which to start in multiplayers GBT.
- "If I understand you well, you are telling me until next time. " - Ren
I personally wouldn't count Rubies of Eventide combat as completely turn-based, but sort of.
Fairyland, yeah, that's cool.
A few others: Era of Eidolon an MMMO, has arena turn based combat.
Dofus Meh, it's...odd.
Well, there would be more, but I can't think of any.
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No Userbar here, sorry to disappoint.
Bleh turn based combat sucks. Tic/timer based combat is much much better in my opinion. (which is what most MMORPG's use). I never enjoyed turn based combat.
Currently Playing: Dungeons and Dragons Online.
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Still in: A couple Betas
I'm not sure I'd enjoy it myself. Worked for me in non PvP FF / D&D styles. But in MMORPGs? Well, more of a "how would it be" and "could it be done"?
To the fellow who said I'd never played a certain game. I certainly havent. Does it have turn based combat, is that what you're getting at?
The future: Adellion
Common flaw in MMORPGs: The ability to die casually
Advantages of Adellion: Dynamic world (affected by its inhabitants)
Player-driven world (beasts won't be an endless supply of mighty swords, gold will come from mines, not dragonly dens)
Player-driven world (Leadership is the privilege of a player, not an npc)
Well, I pride myself on knowing stuff about RoE.
Basically, instead of a target'n'wait system, Rubies uses a thing wherein if you get in the attack range of an enemy, it creates a mini instance, people can see you, but to them you just stand there with crossed swords above your head. There's a bar with all the enemies you can attack on it, you click one of the enemies, and it starts a timer, when that timer ends, you hit the enemy. Press F2, and it changes to magic spells.
Rubies is shareware, you can play for free, but if you pay $15 you become a patron for 3 months, which grants you instant server access and some other stuff.
Try it out: Click this link
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No Userbar here, sorry to disappoint.
Tactica Online is currently in development. It reminds me of the turn based combat I used to love before the modern zerg based games, and its setting is similar to old UO (knights, magic, etc).
I think its got potential.
www.tacticaonline.com
Supreme Leader Hades
The Imperial Aces
Discord: https://discord.gg/CjBP4dc
I love turn based combat. It allows yourself to deploy multiple strategies, rather then what you see in mmo's today. It either click hit until dead, or tank in front, healer behind, and nuker. With Turn-based you have the time to think out what your next move is. However, there should be a timer for how long you can take in a turn (for stuff like if someone disconnects). Also you need to up the amount of exp gained per battle/kill since fighting a turn-based game takes longer then fighting a real-time game.
You have obviously never played DAOC if you think that... it's a lot more than "tank in front/healer behind". There are reactionary, positional and followup styles. You CAN play it as a standard 'tank here healer here blah blah" game but you'll get oblitterated by people who understand and can use the real strengths of the combat system. There are so many permutations to be thinking about in combat in DAOC that it can be mind boggling to those new to PVP which is why a vet who knows what they're doing will almost always demolish a new player in PVP, even if the new player has a better toon overall. DAOC isn't JUST about equipment or character abilities... it's about knowing how to use them... and when... and where... and the right timing....
Turn based combat, to me, is entirely too simple. It's not hard at all to figure out what to do next in turn based combat because you have all friggen year to think about it.
Currently Playing: Dungeons and Dragons Online.
Sig image Pending
Still in: A couple Betas