

Game balance vs tabletop rules
#1
Posted 06 July 2012 - 01:55 PM
#2
Posted 06 July 2012 - 01:57 PM
#3
Posted 06 July 2012 - 02:00 PM
#4
Posted 06 July 2012 - 02:03 PM
#5
Posted 06 July 2012 - 02:05 PM
Edited by Bloodycrow, 06 July 2012 - 02:06 PM.
#6
Posted 06 July 2012 - 02:07 PM
TT is not some magical world, It does correspond to real-time. A round is an extension of X seconds of real time. MUXs have shown this to work in action.
Edited by Wraeththix Constantine, 06 July 2012 - 02:08 PM.
#8
Posted 06 July 2012 - 02:12 PM
#9
Posted 06 July 2012 - 02:13 PM
Wraeththix Constantine, on 06 July 2012 - 02:07 PM, said:
TT is not some magical world, It does correspond to reality. A round is an extension of X seconds of real time. MUXs have shown this to work in action.
While there may be a direct map from a "round" to real world seconds, exploration often reveals that it just isn't as fun that way. So they need to make some adjustments, which creates deviation, which creates contention. Not to say that you're wrong of course, I'm sure there are successful direct TT to Digital conversion, but it's worth noting there are several legitimate reasons add/remove/adjust TT mechanics for the sake of creating a successful video game.
Edited by Corpsecandle, 06 July 2012 - 02:16 PM.
#10
Posted 06 July 2012 - 02:14 PM
#11
Posted 06 July 2012 - 02:18 PM
The 'feel' is of course the important part, and ballistic weapons not feeling like cannons of death doesn't feel so right.
#12
Posted 06 July 2012 - 02:24 PM
Corpsecandle, on 06 July 2012 - 02:13 PM, said:
Eh, depends what your crowd is. Like I said, MUSH/MUXes used a fixed length round perfectly fine. By adjusting the round timing the game becomes more or less tactical. I'll agree with the average button-mashing gamer, that round combat may not be ideal for them. Then again they have a few hundred other games where they can run around and knife people between respawns, so I think it's fair that a little change in this isn't off base.
#13
Posted 06 July 2012 - 02:28 PM
That said, you can use the table-top rules as a baseline and only deviate where it helps gameplay. This seems to be the essential approach they have used.
One of the things they've done that I really like is that they've matched the game rules to the world as depicted in the sourcebooks & novels better than the table-top game did. I've detailed my arguement for this in other posts so check my profile if you want the long version.
#14
Posted 06 July 2012 - 02:32 PM
#15
Posted 06 July 2012 - 02:41 PM
The former comes from the latter. There isn't any versus about it.
Edited by Pht, 06 July 2012 - 02:43 PM.
#16
Posted 06 July 2012 - 02:48 PM
#17
Posted 06 July 2012 - 02:52 PM
#18
Posted 06 July 2012 - 03:00 PM
In terms of the essential game mechanics, that is. Fallout 3 had plenty of problems but I think the transition to FPS + VATS went fine. Better than say, Fallout 2 to BOS' RTS mode.
#19
Posted 06 July 2012 - 05:46 PM
When I pull the trigger on my PPC, I want to feel my cockpit heat up, I want to see the heat indicators go red and I want to see splash damage that tracks across the enemy mech, melting armor off in white hot rivulets. I want to see that mech stagger from the shock and stubble and fall when I breach his torso. I want to crush my enemies, see them driven before me and hear the lamentation of the women.

#20
Posted 06 July 2012 - 06:32 PM
Corpsecandle, on 06 July 2012 - 02:00 PM, said:
I agree and I have played PnP battletech.
"maintaining the spirit of the rules is as important as balance"
QFE
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