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"Real" Turns ?

Posted: Sun Jul 27, 2003 2:23 am
by TOSCalvin
Hi,

i am new to ToS. and one thing i find quite disturbing is the turn system.

Having to do some action and then choose how long/ for what the interface should wait is pretty disturbing.

Although from an older news post i got the impression the designers dislike the "classical" split turn system (you move all units, enemy moves all units, you fire with all units, enemy fires with all units, repeat) - is there some way to use that system with TOS(1.4 classic) ?
How will the turn system of TOW:WS be designed?

If i can't use "classical" system, is there some way to configure the system so i don't have to handle the wait-for's manually?

Thanks for all answers!

Posted: Sun Jul 27, 2003 3:33 am
by LarkinVB
Read the manual. Read the tutorial. Of course there is no you go - I go turn system as this is much more limited. All the options for a smooth gameplay are at your hands. To get you into the system it would be helpfull if you describe your problem.

If you problem is just : TOS does not use the old turn system and I want it back cause I'm used to it we can't help you. If you are willing to try something much more flexible we can.

Posted: Sun Jul 27, 2003 1:49 pm
by Peter Why
Don't worry; it seems an over-complex system initially, but, after a few battles, seems reasonable and natural (and you almost want to be able to have more than two things happening simultaneously!).
One thing to avoid is interrupting an order that is already being carried out; so always check those two indicators at the far right ...

So, if you have the attack menu up, don't simply drop into the move menu to see what's going on without checking that you're not already moving, as you will have to start your move phase all over again (and if you were running, for example, you would have to have a skill check to see whether your interrupted run will cause you to fall over).

And, if you've been offered the attack menu, don't simply blast away .... first check that you're not in the middle of e.g. a walk, run or turn. If you are, you'll have to decide whether to wait until the move ends before firing (which will improve your to-hit chance), or interrupt the move to fire earlier (losing the advantage of whatever move you were making).

Do you have an ICQ number? Where in the world are you? (Europe makes for more chance of reasonable ICQ contact for me)

Posted: Sun Jul 27, 2003 10:24 pm
by rosary
You have stumbled across a simple and pure reason why TOSWS is so well designed. Even I bow to Larkins genius. And thats no simple thing. Let me explain why. Its because my back hurts.

TOS is not real time nor is it turned based. It is Time based.

What does that mean? It means that every action takes time in game seconds. {these move much faster than real seconds},

once a command is made it goes into a que depending upon its game time. For every move you can actually see how much time its going to take. Commands are completed in turn.


If you make a command that takes 10 seconds and your enemy makes a move that takes 6 seconds then your enemy will be able to make a new command before your command is completed.

Let's say machine guns take 6 seconds to reload and fire. You decide to scan your enemy which takes 33 seconds. This being the case, your enemy will be able to reload and fire those mgs 5 times before your scan is complete. My suggestion is not to scan at that moment. Especially if the enemy is in the same hex but thats a different example.

This truly gives the game a very deep tactical interface. The addition of the hq and factory make it even better. We're talking a very deep ocean of gaming depth.

There is also a very nice button 'X' that lets you just recycle next weapon. I use it a lot. I don't remember what button recycles next move in v1.4. I'm also partial to the semicolon key as it removes the hex grid. I like looking at the nice clean terrain.