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#37 | |
Making it happen.
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Actually now that I think of it, the system I proposed wouldn't work quite so well after all. It fails to account for circumstances changing during the player phase. For instance, if two players choose to attack an enemy and the first attack kills the enemy, the second player will be left without a target.
It also probably precludes planning for circumstantial change, as if, in the same scenario, the second player instead wanted to move into the space where the first enemy was after it died, he would not be able to if the first attack failed to kill. Amendment: Rather than posting exact moves, players give an impression of what they want their character to do on that phase. "I move to this space and attack the weakest nearby enemy." "I use a vulnerary and move to this space to block the enemy's advance." "I heal whoever has the lowest hitpoints before/after other actions have been resolved." "If another unit is in need of rescue, I do so and move them to the back of the line. Otherwise, just attack one of these guys." "I dance for as many units as possible, with priority on refreshing unit X." Being totally honest, a forum is far from ideal for hosting a tactical RPG. I'm not sure it's possible to get a perfect system that accounts for player control and player availability.
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3DS Friend Code: 4441-8226-8387 Last edited by Loyal; 05-27-2011 at 10:51 AM. |
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