Yes Massa, I doo's wut ya tells me to Massa.
I'm imagining you in leather, whips...oh yeah. You still look like Deunan to me, by the way.
Yessss...
Yes Massa, I doo's wut ya tells me to Massa.
Massa? I did not know Sardukhar was related to Felipe Massa!Yes Massa, I doo's wut ya tells me to Massa.
Nawwwww ... she's too busty and I was never THAT cute.You still look like Deunan to me, by the way..
Nawwwww ... she's too busty and I was never THAT cute.
That could be a lot of fun in an open-world RPG, but I imagine it would make stealth kind of difficult (though you kind of already acknowledged that about needing a few tweaks to the formula). I'm also liking Dragon Age: Inquisitions take on real-time and turn-based combat.Lately I recalled SUPERHOT. A new take on FPS genre, where time moves only when you do. It's tactical, it's over the top and it's fun (you can play prototype for free on official site).
I definitely can see this style a nice compromise between real time and turn based combat (with few tweaks to the formula of course).
Just a little curio.
I'm playing this in The Bureau X-Com Declassified. It's...okay. Feels pretty mechanical and not terrifically exciting. Stop-world-pick-options-fight-now. CRPG offers us the ability to keep it more exciting, snappier.I'd absolutely LOVE a DA:I type combat system. I'll determine the tactics and the characters skills will determine how successful they are at carrying them out.
Eh... I think that works well for Dragon Age, but I'd like to see something where I'm in more direct control of the action for CP, closer to The Witcher. A more hands-off system I feel would make the feel of combat -- especially the experience of using powerful cybernetics and weapons -- much less impactful and rewarding.I'd absolutely LOVE a DA:I type combat system. I'll determine the tactics and the characters skills will determine how successful they are at carrying them out.
THANK YOU for pointing this out. The RP / conversational elements of the game should NOT STOP once a gun goes off. Having the option to try and talk your way out of some firefights (probably depending on who / why you're fighting) would be fantastic, especially when it makes good RP sense. Hell, maybe some confrontations could even have options that aren't possible until after someone starts shooting. I mean, what if you blast all that drug dealer's cohorts and it's just you and your Solo buddy waiting for him to pop his head up so you can perforate his skull, while he is cowering behind a dumpster and panicking? He might have been playing tough-guy (or was just scared of his boss) before, but I bet he'd LOVE to give you the info you were after now!Lastly, and I say this every time I get the chance, but I want to be able to talk with people during combat. Even if it's just simple commands from a weapon wheel that allow me to provoke, assuage, or understand the situation I'm in. It's so frustrating in games that combat is a do-or-die situation all the time. Players are so often limited by some bullshit threshold in which the NPC showers you in gifts, is indifferent to you, or wants your head on a pike. And once they want your head on a pike, they won't go back!
Yeah, the combat system needs a good interrupt/allowed variables like this.I mean, what if you blast all that drug dealer's cohorts and it's just you and your Solo buddy waiting for him to pop his head up so you can perforate his skull, while he is cowering behind a dumpster and panicking? He might have been playing tough-guy (or was just scared of his boss) before, but I bet he'd LOVE to give you the info you were after now!
awesome i need to try thisLately I recalled SUPERHOT. A new take on FPS genre, where time moves only when you do. It's tactical, it's over the top and it's fun (you can play prototype for free on official site).
I definitely can see this style a nice compromise between real time and turn based combat (with few tweaks to the formula of course).
Just a little curio.
So your character can dodge bullets but the AI can't.awesome i need to try this
Have you played the prototype? Cause enemy can indeed move. Can they deliberately dodge your bullets? I don't think so.So your character can dodge bullets but the AI can't.
No comment.
For now. Give it time! Soon, we will have VR!In video game combat you need some degree of conventionality.
The way to beat an opponent with faster reflexes is to time him or pre-empt.There's also the fact that in most games you're outnumbered and the AI controlled NPCs react at the speed of your CPU.
The way to beat an opponent with faster reflexes is to time him or pre-empt.