Turn Based or Real Time?

Carriers At War is Strategic Studies Group famed simulation of Fleet Carrier Air and Naval Operations in the Pacific from 1941 - 1945.

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tgb
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Turn Based or Real Time?

Post by tgb »

Looking at the game data, one part says turn-based IGOUGO, another says real time. Which is it? I've seen some references to speed control, which indicates real-time. If so, can you issue orders while paused?
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Erik Rutins
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RE: Turn Based or Real Time?

Post by Erik Rutins »

It's technically real-time, but the way you play it makes it feel turn-based. As the action picks up, you start running five minutes at a time, handing out new orders, etc., then running for a full hour or more when there are no contacts.
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elmo3
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RE: Turn Based or Real Time?

Post by elmo3 »

ORIGINAL: Erik Rutins

It's technically real-time, but the way you play it makes it feel turn-based. As the action picks up, you start running five minutes at a time, handing out new orders, etc., then running for a full hour or more when there are no contacts.

How do you handle PBEM with real time?

Edit - Never mind. I see there is no PBEM. Must have read it wrong, or it's been changed.

Edit - Someone needs to fix the writeup as mentioned above. In one place it says IGO-UGO turn based and in another it says Real Time.
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e_barkmann
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RE: Turn Based or Real Time?

Post by e_barkmann »

Once you've had a few single player games under your belt, line up some multiplayer games with your friend and set the miminum speed to 1 or greater.... [8D]
Scourge of War multiplayer group

http://steamcommunity.com/groups/sowwaterloo
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Titanwarrior89
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RE: Turn Based or Real Time?

Post by Titanwarrior89 »

Man this has been a great week for us.  First  the campaign series and now carriers.   Its a good day to be a wargamer with Matrix.[:D]
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Gregor_SSG
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RE: Turn Based or Real Time?

Post by Gregor_SSG »

ORIGINAL: tgb

Looking at the game data, one part says turn-based IGOUGO, another says real time. Which is it? I've seen some references to speed control, which indicates real-time. If so, can you issue orders while paused?

The single player game is pausable realtime. You control when the gameclock runs, how fast and for how long, and you also set the conditions, such as a new sighting, under which the gameclock will automatically stop.

In multiplayer, your first choice is whether to allow the clock to stop at all or whether there is a minimum speed at which it must run. Both players in multiplayer get to set the speed they would like, and the lowest speed is used. This helps speed gameplay overnight, when nothing much is happening. I would recommend allowing the clock to be stopped for your first few multiplayer games, as otherwise the action could get a bit overwhelming.

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