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April 3rd, 2012, 20:35
Originally Posted by Lurking Grue View Post
Assuming this isn't an April Fool's joke (as it was posted on 1st of April), I congratulate you on your decision to go turn-based with combat. Two thumbs up! Now I'm doubly interested in this game.
Thank you. The change is real. Though it was also meant to be sort of a meta-joke: the joke being that it's not the obvious April fool's joke. But no one bought it.

Originally Posted by Lurking Grue View Post
I'll caution you to stick with one combat system and not make two different systems (turn-based AND real time) act together. Two systems will terribly complicate your game design and will most likely not work all that well (balancing encounters to both systems would be sheer hell, I'd wager). Look how badly it affected Arcanum, for example.
I share you concerns regarding the balancing here, that's why the real time combat will only be used in NPC vs NPC combat and when fighting inanimate objects, as these fights don't need to be finely balanced.

Originally Posted by Lurking Grue View Post
Question about your action points mechanic. Why have separate points for actions and movement? Isn't that a needless complication, perhaps? Wouldn't one set of action points suffice, which are used for both actions and movement. Just wondering, mind you, not trying to change your design. I understand that separating them will allow having things that are fast moving (lot of MP) but not that fast acting (few AP), and vice versa, but I still think it's a needless complication. Just MHO.
The reason for it is as you explained. I think this system works well, but nothing is set in stone yet. I've been running the turn based combat for less than a week so we'll see how it plays out. There's still stuff to be implemented.

I appreciate the feedback in any case.
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