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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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59. Re: Torment: Tides of Numenera Combat Voting Nov 23, 2013, 05:47 Jerykk
Krovven wrote on Nov 23, 2013, 05:32:
Jerykk wrote on Nov 23, 2013, 05:05:
Also, why would combat even be a factor in you backing Torment? Combat was easily the worst part of PST and any changes they could make to it would be for the better.

Because I like real-time with pause gameplay and that's what I expected by this being a spiritual sequel to PT. I play some turn-based games (I've even backed Wasteland 2), but I get more enjoyment out of RPGs with real-time with pause. And if they implemented the combat exactly as it was in Planescape Torment I'm sure everyone would be unhappy as well. It can be improved upon and I certainly never would expect them to not improve upon it.

To reiterate...I hope they do both systems, or a mix of the two. People on the turn-based side keep touting "but Torment is a story driven game". That doesn't mean they can't have real-time with pause, or even that turn-based combat makes the story driven game better in any way. The Witcher is real-time with pause and the story certainly didn't suffer because of it.

Currently playing Expeditions Conquistador, which is very good. The turn-based combat I found difficult at first, until I understood all the rules and abilities. Now I'm in Mexico and combat is literally a no lose situation. They need to resort to outnumbering me 12 units to my 6 to even make it a challenge.

Basically all turn-based games I've found have to resort to AI cheating to increase the challenge because once a player knows how the rules work, they will beat the computer every time. You can see this in everything from Civ to XCom.

The problem is that trying to design combat that works in both real-time and turn-based never ends well. See Arcanum for a good example of that. The mechanics and systems involved are too different.

As for AI, RT is no different from TB when it comes to cheating. In Baldur's Gate or Icewind Dale or PST or Dragon's Age, the designers inevitably have to challenge you by either throwing hordes of enemies at you or by making ridiculously overpowered enemies. It's not like the AI in RT combat is any better than the AI in turn-based combat.

Finally, are you playing Expeditions with the latest patch? I know that Mexico was a joke in the original release but I thought they patched it to make it significantly harder.
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