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Topic: Simultanous Turn Mode for dungeons (and maybe PvP)  (Read 2489 times)

Sideer

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Simultanous Turn Mode for dungeons (and maybe PvP)
« on: December 16, 2018, 05:22:21 pm »
After spending some time in game. I have realized that most endgame battles are done in RT only. That was quite of disappointment  for me but I understand old style TB  mode is real pain when more than one player are involved.
While RT might be simplest solution to eliminate really long fights where players are doing their turns one after another why not add a combination of RT and TB mechanics "Simultaneous Turn Mode". The idea is simple:

In normal dungeon all players are moved into one group of human controlled characters and they move all at once. When time ends game is moving AI characters in the same way (also all at once).

It is also possible to use this mode in PvP. Lets say we have 2 factions participating in PvP and some players without factions too. In this case 3 groups are formed:
Group 1: Faction 1
Group 2: Faction 2
Group 3: Players without faction.

Now to determine turn order for each group it is sufficient to sum up sequence of all players in one group- highest result moves 1st. It is also possible to reduce turn timer to something like 12secs.

Chosen One

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Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« Reply #1 on: December 16, 2018, 05:29:30 pm »
That would require a major engine overhaul, and while interesting might not be possible. It was floated back on 2238 and this was the story they gave at the time, but reloaded's devs are a little better.....
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Sideer

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Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« Reply #2 on: December 18, 2018, 12:26:35 pm »
I think fastest way would be adding "Freeze" object function to the game (rendering it unable to do anything, along with getting APs etc) and use it in already present RT mode.

I can think of simple algorithm which could look like (in undefined script language)

Human Entering Dungeon detected (dungeon activated)
Repeat if "Simultaneous Combat Mode" setting detected on player/majority of players.
[
1. Freeze everyone
2. Assign all human controlled players and their companions to Players Group
3. Assign AI controlled characters to AI Group
4. Get sequence total for each group, descending order (group name, value)
For each record in (group name, value do)
{
1. Unfreeze group members
2. Wait 12/24 seconds
3. Freeze group members
}
]
« Last Edit: December 18, 2018, 12:30:19 pm by Sideer »

manero

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Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« Reply #3 on: December 18, 2018, 01:27:19 pm »
Two days ago you didn't know how to make decent starting character :D
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Wichura

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Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« Reply #4 on: December 18, 2018, 04:44:12 pm »
"I play for a week and I already know how to fix this game".
Classic.

Engardo

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Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« Reply #5 on: December 18, 2018, 05:33:07 pm »
I found an even simpler solution in undefined scripting language.

void initSimultanousTurnMode()
{
   1. Dear compiler, do what I want you to do.
}

 ;D

Wipe

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Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« Reply #6 on: December 18, 2018, 08:07:34 pm »
There are still unsolved issues with regular TB, nobody in right mind gonna add even more possible fuckups on top of that.
Games are meant to be created, not played...


Sideer

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Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« Reply #7 on: December 18, 2018, 08:16:56 pm »
I did my share of scripting in the past but those were old times of assembler coding, borland pascal and simple C programs.

My life as a coder (a hobby) ended up with university graduation so now I just remember how to do simple things only. Maybe my son will take over and make programming his work:)

Real Time play with Fallout 2 interface is a pain... for me at last. Modification of RT mode seems to be fastest way unless You have no access to non-compiled code.

Someone said it is hard to do. I've given example that might give an idea to devs how to implement it. Who knows maybe an idea is sufficient to make it appear in season 4? :)

P.S. You don't need to use commands, functions, objects in a way required by compiler. Algorithms can be written is simple human language too.

Engardo

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Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« Reply #8 on: December 19, 2018, 04:23:16 am »
I'm sorry my comment was brash.
A workaround with your algorithm would probably be possible.