Originally Posted by Zellin
Originally Posted by Dastan McKay
It's kinda what i was imagining. But when thinking about it I encountered a very nasty problem. How do you determine the size of the turn based area? In some smaller "dungeons" it can easily be the whole area and certain distance around entrances. But what about large areas?
There is no such problem actually. They already have logic for such areas for enforced turn-based. The area is easily determined by fully loaded area. The game never keeps the whole map fully loaded and active, it's always some distance around your character and then there is only some lanscape loaded, but far away NPCs and interactive objects are turned off from existance.
It might work. But what if party members are scatered around the map? How about characters in combat trying to reach other areas in hopes of geting help from guards?
Without knowledge of internal engine design we are left with a guessing game.