04-10-2024, 08:54 PM
I'll just continue and post some of my thoughts on turn-based in general, because I think a lot of people that purely prefer real-time or think the game's RP can't benefit from it aren't considering potential. There's just things about real-time that gear the game more towards PVP whether you like it or not, and there are things about turn-based depending on the system that can erode some of those tendencies, here's a few points to keep in mind imo:
-Different win conditions/mid-battle interaction: Currently, nothing that happens in an RPB box actually matters all that much to your rp or future decision making besides whether you win or lose, barring something like "oh i just found out this person is an occultist" or whatever. Once a fight starts, it's an admittedly fun game to play, and an admittedly fun fight to watch- but very little that occurs there ACTUALLY needs to be acknowledged story-wise, doing so is our choice.
If mid-battle fleeing is an option, then you can have cute fights not intended to end in victory or defeat. Just scoping out the enemy, they try to catch you- you try to find out what they can do and run. Or you bit off more than you can chew and you're fighting to survive until you're allowed to try and flee again. Or you white text mid fight and realize you don't have to do this, perhaps after doing some damage to each other.
If you're a character that can apply debuffs/injuries during a fight that'll last for longer than the fight itself, then whether or not you keep going at it becomes more of an interesting decision.
-Multi-player battles: Whatever your thoughts are on gank-squads, I think the setting would be a lot more interesting if numbers or coordination truly did matter. Synergy has more potential to matter in turn-based than realtime imo. ACTUAL support characters can exist, and not be confined to a settlement. Depending on, and walking out with your healer is cute imo. Actually dedicating yourself to tanking for your allies is also cute imo.
Realtime imo will always place emphasis on the two people fighting, and the spotlight moves off them to whoever is next. I think turn-based multiplayer battles could feel a lot more collaborative in general, and mechanics could support that.
Communication could actually matter instead of needing to intuit what your ally will do or ignoring them completely in real-time, with white text to direct your strategy, or whispers so the enemy doesn't hear, or telepathy so you can do it at long range.
-More character options: If you want to play a smart character rn, you red text that they are. My first character, I made a cripple that couldn't fight because I thought that was interesting thematically before I realized it was stupid to ever play that mechanically because all it meant was 'you just need to lose your RPBs'.
Fauste right now is a similar concept, she's supposed to be weak, but I don't & can't incorporate that into RPBs at all. I have my damage spells, they're flavored around mental stuff, but I still just do insane damage and tank the same as everyone else.
In turn-based, you can theme your character around support and justify that idea. I just feel like most RPB playstyles rarely reflect on the character's... character, and there's more potential for allowing that in the turn-based system especially with higher customizability.
There's way more I can try to list down for potential benefits, I just think turn-based just 'scales' more in benefiting RP than realtime, which imo makes it somewhat difficult to build more supporting systems that matter outside an RPB.
I'm just tired now though so this is all I'll say for the moment.
-Different win conditions/mid-battle interaction: Currently, nothing that happens in an RPB box actually matters all that much to your rp or future decision making besides whether you win or lose, barring something like "oh i just found out this person is an occultist" or whatever. Once a fight starts, it's an admittedly fun game to play, and an admittedly fun fight to watch- but very little that occurs there ACTUALLY needs to be acknowledged story-wise, doing so is our choice.
If mid-battle fleeing is an option, then you can have cute fights not intended to end in victory or defeat. Just scoping out the enemy, they try to catch you- you try to find out what they can do and run. Or you bit off more than you can chew and you're fighting to survive until you're allowed to try and flee again. Or you white text mid fight and realize you don't have to do this, perhaps after doing some damage to each other.
If you're a character that can apply debuffs/injuries during a fight that'll last for longer than the fight itself, then whether or not you keep going at it becomes more of an interesting decision.
-Multi-player battles: Whatever your thoughts are on gank-squads, I think the setting would be a lot more interesting if numbers or coordination truly did matter. Synergy has more potential to matter in turn-based than realtime imo. ACTUAL support characters can exist, and not be confined to a settlement. Depending on, and walking out with your healer is cute imo. Actually dedicating yourself to tanking for your allies is also cute imo.
Realtime imo will always place emphasis on the two people fighting, and the spotlight moves off them to whoever is next. I think turn-based multiplayer battles could feel a lot more collaborative in general, and mechanics could support that.
Communication could actually matter instead of needing to intuit what your ally will do or ignoring them completely in real-time, with white text to direct your strategy, or whispers so the enemy doesn't hear, or telepathy so you can do it at long range.
-More character options: If you want to play a smart character rn, you red text that they are. My first character, I made a cripple that couldn't fight because I thought that was interesting thematically before I realized it was stupid to ever play that mechanically because all it meant was 'you just need to lose your RPBs'.
Fauste right now is a similar concept, she's supposed to be weak, but I don't & can't incorporate that into RPBs at all. I have my damage spells, they're flavored around mental stuff, but I still just do insane damage and tank the same as everyone else.
In turn-based, you can theme your character around support and justify that idea. I just feel like most RPB playstyles rarely reflect on the character's... character, and there's more potential for allowing that in the turn-based system especially with higher customizability.
There's way more I can try to list down for potential benefits, I just think turn-based just 'scales' more in benefiting RP than realtime, which imo makes it somewhat difficult to build more supporting systems that matter outside an RPB.
I'm just tired now though so this is all I'll say for the moment.