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Torment: Tides of Numenera Combat Voting

The Kickstarter for Torment: Tides of Numenera sees inXile entertainment soliciting backers to vote on how combat will be handled in their upcoming role-playing game (thanks nin via Polygon). Here's the handy summary:

TL;DR: Weigh in on Turn-Based vs. Real-Time with Pause (or declare your indifference). Voting will close in December.

Over the last couple weeks, we’ve been reading all of your commentary and ideas regarding combat. Many good points and suggestions, and mostly civil discourse. Thanks to all who have engaged in the discussion so far!

And now... It is time! Only backers can place a vote. (If you haven’t already and you’d like your voice heard, please register with us to gain access to the backer-only UserVoice forum.) Feel free to also continue to submit comments and ideas to the combat discussion forum. Please remember that this vote is advisory only. Above all, please remember that our goal is to provide the best possible experience for the game, and if the final decision is not your preferred choice, we ask you trust our ability to deliver a solid game.

For more context about what this is about, please see Update 24, where we describe what Turn-Based and Real-Time with Pause might each mean for Torment. We’ll close the voting in December.

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69. Re: Torment: Tides of Numenera Combat Voting Nov 25, 2013, 17:33 Orogogus
 
Scottish Martial Arts wrote on Nov 25, 2013, 14:59:
A well designed encounter however, of the sort you're average 15 year old comes up with or that existed in the Gold Box games, can be challenging and memorable, even when, as you say, you've figured out how the system work. Who has played Pool of Radiance yet doesn't remember the troll and ogre encounter in the Slums? Or the encounter with 40+ various kinds of Hobgoblins on Sokol Keep? In the latter, who WASN'T on the edge of their seat fighting a desperate battle that required pulling out all the stop just to have a CHANCE of survival and victory? What about the Kobold King Throne room? I hate to keep harping on the Gold Box games, but as far as turn-based CRPG combat goes, they really are the pinnacle, even 25 years later.

Pool of Radiance was the high point of the series in many ways, unfortunately. All the other Gold Box games were heavy on trash encounters. I mean, the Mulmaster Beholder Corps was something else, but the dungeon it was in had like two dozen random and fixed encounters against a mix of evil priests and Dark Elves. The Dragonlance games at high difficulty were all, "Welp, 40 more Draconians and five or six dragons. Time to get to work," all the time.

The Buck Rogers games were surprisingly neat, though. And I never played the Savage Frontier titles, don't know if they mixed things up there. But from what I remember most of the encounters in Curse, Blades and Darkness were sloggy blah, and the same for the Dragonlance games. Pools of Radiance did a lot with the map and the town that they never really equaled, much less improve upon.
 
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