Author Topic: Thoughts from the devs: Alternate combat mode.  (Read 1851 times)

Offline Poulpe

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Re: Thoughts from the devs: Alternate combat mode.
« Reply #15 on: May 20, 2014, 03:07:18 am »
Whatever happens to the combat phase I'll still love this game.
I just hope that the big amount of work to rebalance everything in combat will not hinder the evolution of the other aspect of the game.

Offline nas1m

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Re: Thoughts from the devs: Alternate combat mode.
« Reply #16 on: May 20, 2014, 05:51:13 am »
I don't feel like that enough people have problems with the current turn-based combat any more that usual to warrant adding an additional mode.

Most misgivings I've seen about the combat tend to be balance and/or mission issues not really related to how time is handled. The fact that it is turned based but the turns move pretty fast seems to be accepted right off the bat.
This sums up my own thoughts pretty well.

Adding some time manipulating special abilities (like some kind of "bullet time" ability slowing down everything other than your own ship and potentially projectiles) would be another story though. I would love to see something like that!

As for an alternative, more realtime combat option - no I don't really care for it.
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Offline I-KP

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Re: Thoughts from the devs: Alternate combat mode.
« Reply #17 on: May 20, 2014, 05:57:32 am »
It’s a nice idea and very similar, if I’m not mistaken, to the way that Braid plays: a very clever platformer where time only moves when you move, even backwards. 

I’d say that this is something that TLF needed to start with rather than something to attempt to move it towards, or even add as a third method of combat.  The TBS combat in TLF is fine as it is IMO.  (TLA overload notwithstanding.)  I’m also of the opinion that this should not be used in a shmup because those games are about pattern recognition and reaction time, and any form of time-stop would undo quite a lot of what makes a shmup a shmup.

Save the idea for another, more suitable game.  ;)
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Offline Misery

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Re: Thoughts from the devs: Alternate combat mode.
« Reply #18 on: May 20, 2014, 07:21:30 am »
I’m also of the opinion that this should not be used in a shmup because those games are about pattern recognition and reaction time, and any form of time-stop would undo quite a lot of what makes a shmup a shmup.

Yep.  A pure shmup should not have stop/start mechanics of any sort. 

Offline Riabi

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Re: Thoughts from the devs: Alternate combat mode.
« Reply #19 on: May 20, 2014, 08:38:39 am »
I’m also of the opinion that this should not be used in a shmup because those games are about pattern recognition and reaction time, and any form of time-stop would undo quite a lot of what makes a shmup a shmup.

Yep.  A pure shmup should not have stop/start mechanics of any sort.

With the possible exception of a special weapon of sorts that has a breif time stop mechanic. I think Jonestown had something liek that?

Offline x4000

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Re: Thoughts from the devs: Alternate combat mode.
« Reply #20 on: May 20, 2014, 09:18:43 am »
Okay, question is answered, so I'm going to let this thread die. ;)

I agree with all the various sentiments here, even the ones that are at odds with one another.  Funny, that.  I don't think anyone said anything that I didn't agree with, which is why I was so indecisive about this to begin with.  But in general it's one of those things where it's time to not try to reinvent the game, and instead that will be an idea for the future sometime.  It would be fun, but it's now how I plan to do the SHMUP, either.
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