I don't feel like I need 3-4 seconds to evaluate my options. Cut that down to half a second and I get all the information I need, they moved, they acted, now it's my turn.
How is the game supposed to display an opponent moving, triggering attacks of opportunity from nearby party members, and then casting a spell on an opponent in "half a second"? I was willing to take that as an exaggeration, but you're saying 3-4 seconds is too long.. which in reality is probably the minimum amount of time it takes to display that sequence.
you're saying 3-4 seconds is too long.. which in reality is probably the minimum amount of time it takes to display that sequence.
I don't understand what you mean. Let me put it this way, if I'm watching a cartoon drawn at 60fps. And a character walks across a room in the course of 5 seconds. If I watch that scene at 120fps won't that animation only take 2.5 seconds to complete?
Similarly, if an animation in DOS takes 3-4 seconds to complete, if the animation is sped up by 3-400% won't that animation therefore take less time to complete?
Quite a few of the older tactical turn-based RPGs had this feature. Baldur's Gate 2 used a slider bar with quite a few speed settings(pretty sure all the infinity engine games allowed for this BG2 and IWD2 are the only ones I specifically remember.) Fallout 1-2 had only 2-3 additional speed settings for combat.
In any event, what I was trying to express was it only takes a half a second for me to understand an enemy moved and what action they took during their turn.