Originally Posted by Dr Koin
I wouldn't expect a delay turn option to give the player the mean to choose when exactly he wants to play his turn. It kind of feels like cheating, really... I think that, in Heroes of Might and Magic, you could delay your turn, but it still wasn't giving you the power to choose when to play the unit's turn, it was just... delaying it. Not sure what the maths were though, as it wasn't skipping a WHOLE turn. It was just pushing the unit's turn down a few steps, maybe like half a turn or something.

However I haven't been using the "delay turn" funtion. While my experience from previous turn-based games taught me it's nice to have, I never really used it in previous Alpha builds. Nor did I need it in the current beta build. I've been using the cheated Bullet Spray ability, so the fights were over or almost over in one turn anyway.


Let's make this clear: Tabletop RPGs used the kind of delayed turns I described in my opening post for DECADES. The best fantasy tactical RPGs on PC use them too. They are NOT a cheat. They are NOT overpowered. They simply add flexibility to the system. The kind of flexibility you usually have in games with team initiative, and usually don't have in games with personal initiative. That's it. End of the story.

The fact that the actual beta build has an awful balanced skill (more than one, actually) doesn't change anything. They need to rebalance all the skills AND to fix the "delay turn" function.

Last edited by Baudolino05; 11/04/14 06:34 PM.