Originally Posted by Raptor 2101
Originally Posted by theNILE

I agree, if you want to enforce the turn system strictly, but in a lot of games a turn involves taking just one action whereas in D:OS you can take multiple actions each turn, which doesn't make sense in regards to time lapse. If you do not like the idea for some reason then that is what is important.


Naaa, the "one action per turn" TurnBased-System never overs the tactical depth what a action-point based systems over.

Look at the original XCOM, Jagged Alliance and the dump down current remakes.

if you want a TBS-System that makes sense (regarding to time lapse) you need a wee-go system like used Frozen Synapse or Combat Mission. But i think this don't fit here.

IMHO: AP based system offers the most opportunities for balancing and tactical depth



Actually the new XCom is a better tactical game than the original one: better balanced and with more interesting tactical options. It's also a terrible strategy game if compared to the Microprose's masterpiece, but probably the two things are related

Both TOEE and Knights of the Chalice have a move/attack system in place and they kick the shit out of any other PC fantasy RPG when it comes to tactical depth.

To me APs make sense only in games where granular control on your characters is a core gameplay element, like in Jagged Alliance or Silent Storm. Otherwise, a move/attack system is more often than not a smarter solution.

PS: before anyone asks... the original XCOM/UFO was permanently installed in my HDD for like 10 years.

Last edited by Baudolino05; 06/01/14 11:19 PM.