ORIGINAL: JanSorensen
Turn based games are extremely well suited for pbem play though - and personally I love playing this game pbem as I can take 5 mins for an easy turn and consider a hard turn for hours sometimes seeing it in the morning and considering it at work till I get home.
So, I dont terribly agree that phase based games are universially a better concept.
For PBEM, i agree and i don't think phase based suits that type of game very well. Phase-based also handles hotseat rather poorly. What phase does very well though is to allow various opponents to play at the same time. There doesn't have to be any kind of time limit(so you could take hours or longer to make your move), but a time limit on turns might be a practical limitation when playing with others online.
ORIGINAL: JanSorensen
Phase based tend to get more "decision-luck" based as you have to guess what your opponent might do. In many cases he can do A or B and it may degenerate into a game of rock/paper/scissors as you have to pick either to react to. With a turn based game that is much less often the case.
I couldn't disagree with you more on this. Phase based gives you a much more complex environment to consider, with many more options available: I wouldnt discount it all as luck. Lets take a simple engagement on a hex grid where one unit is opposed by 3 units on the front of its hex face. For our turn based comparison lets say that it's the attackers turn(the side with the 3 units). The attacker chooses to hit the lone defender. He attacks with the first unit and inflicts 50% damage, he then attacks with a second unit, eliminates the defender, and occupies the square. Really the choices are quite basic - attack/not attack and how long to continue the attack. There is little, if any, 'unknowns' to consider. For the defenders part, there are no decisions. His unit is gone but its now his turn to do the same.
Now take a phase based game. The attacker can choose to attack with 1, 2 or 3 units, with full assaults or probes and has to consider the effects of their moving on his front. Will moving the units create a breach in the front line? Will the defender stay or retreat? Is a 3 unit attack overkill? For the defenders part there are different considerations. Stay or withdraw? Reinfoce? An attack might even be prudent (at least then the odds would be even).
But we're getting a little off topic
ORIGINAL: aletoledo
While Jan has a point, I don't think its necessarily addressing the original intent of the post. which was that a "phased turn" approach for tcp/ip is likely to be better than the current turn based model for tcp/ip.
I think we all agree that the turn based approach is probably superior for many reason. However with so much effort going into a tcp/ip mode, it may be better applied to a phased approach.
Precisely. Except the part about probably superior
This would definately be something you'd have to plan from the start of the project. It's a pity wargames are such a small niche that you couldnt just forget about a SP version and AI and spend that time working on a solid net code. FPS are certainly a strong enough genre for multi-player only(AA has no Single player; BF2 and others, only a neglible one). I think we all can agree that even a moderately skilled human player is far more entertaining and rewarding experience than even the best AI.