what types of turn mechanic you know, with examples?

what types of turn mechanic you know, with examples? one unit per turn - chess, whole team - x-com, mixed - battletech, Active Time Battle System - FFIV, what else?

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  1. 11 months ago
    Anonymous

    Initiative based - FFT and Vantage Master. I think Endless Legend was similar. Don't know if that's the same as your "mixed".

    There's also simultaneous turns, Age of Wonders and Endless Space 2, and simultaneous turn based movement like Vandal Hearts 2.

    • 11 months ago
      Anonymous

      >There's also simultaneous turns
      That's moronic turning a TBS into a asiaticfest. The correct system should be simultaneous turn resolution like in Diplomacy - everyone takes their time to put in orders, and then all orders are processed simultaneously as successful or failed.

      • 11 months ago
        Anonymous

        >all orders are processed simultaneously
        This is my favorite. Like in Flashpoint Campaigns or AGEod's games

      • 11 months ago
        Anonymous

        isn't that just what simultaneous turns means

        • 11 months ago
          Anonymous

          No, in the recent AoW and Endless Space 2 and games like that, everyone can move their units at the same time. Not processed at the same time, but move at the same time. If they move a unit at yours and you see them coming for you, you can move your unit out of the way. Naturally against AI this is shitty, because even though they tend to have a delay, the act of a bunch of AI moving at the same time ties up your resources so that it's hard for you to do things at the same time as them, let alone before. Endless Space 2 is particularly bad because you get a bunch of turn-ly popups in your face, blocking you from making your moves. Although at the same time it's interesting because at least in ES2 the AI sometimes won't make all its moves, so if you try to attack one of its fleets, you might get the fun experience of it running away before you get there.

      • 11 months ago
        Anonymous

        That's a specific type of simultaneous turns called WEGO.
        Some examples of games that use this are Combat Mission, Frozen Synapse, Dominions.

  2. 11 months ago
    Anonymous

    Games where you plan out your turn in advance and then watch it play out in real time, like Frozen Synapse or Phantom Brigade.

    Games based on time units, where each action costs a certain amount of "points". There are various different implementations of this but some examples are the original X-Com games or Troubleshooter.

    Initiative based games where fast characters get more turns than slow ones.

    Not sure if something like the UFO After* games count since they play out more like RTWP games than turn-based games, but under the hood they're similar to time unit based games.

    • 11 months ago
      Anonymous

      >but under the hood they're similar to time unit based games
      not true at all

      • 11 months ago
        Anonymous

        It literally is though.

        Tons of RTWP RPGs are still more or less turn-based under the hood. The Aftermath/shock/light series is just one example and it's not shy about showing its time unit based mechanics.

        Neverwinter Nights is another famous example, since it has some bugs that only exist because it still calculates everything in "turns" while showing the action as real-time. And why do you think it was so easy to mod RTWP games like PoE and Pathfinder to have a turn-based mode? Because they were already using turn-based mechanics under the hood.

        • 11 months ago
          Anonymous

          congratulations, you just found out what a "time step" is. you may now shut the frick up until you have a single clue what you're talking about.

          • 11 months ago
            Anonymous

            Why are the angriest people always the most ignorant?

            These game literally calculate turns. Yes, if you want to be pedantic every game is turn-based because digital time always consists of discrete steps, but that's not what we're talking about here.

  3. 11 months ago
    Anonymous

    Now I want a non-euclidean turn based strategy game.

    • 11 months ago
      Anonymous

      you should try Civilization it's pretty popular

    • 11 months ago
      Anonymous

      A game played on a sphere where the inner part of the sphere is free space that you can travel through would be a pretty interesting gimmick.

      • 11 months ago
        Anonymous

        There's a Sword of the Stars map like that.

    • 11 months ago
      Anonymous

      That's any game with a scrolling map.

  4. 11 months ago
    Anonymous

    There are slow-paced games like Solaris of Neptune's Pride that are real-time but the movement is handled in ticks, updated typically once or twice an hour. You can plan and modify your movements all you want until the tick ends. The matches take a while, like weeks, with a lot of waiting around, which leaves room for chatting and negotiating with other players.

  5. 11 months ago
    Anonymous

    Honest question, what constitutes as a turn based game? What makes FFIV turn based while games like FFXIV are not? Is it the time between actions? the UI?

    • 11 months ago
      Anonymous

      I would argue that any game that deliberately divides the action in discrete blocks of "artificial time" (other than the ones created by mechanical necessities like CPU cycles, server ticks, or framerates) could be called turn based. Usually these units are called "turns" (and potentially subdivided even further with multiple "actions" or "time units" per turn) which make it easy to identify.

      FFIV's ATB still has literal discrete turns (most notable by the fact that you can only move when it's your turn, like a traditional board game), but those turns are encapsulated in an initiative system that makes you wait in real-time for a character's turn to come around instead of just progressing from one turn to the next instantly. In essence, it's essentially a fairly classic turn-based system that just has a pseudo real-time presentation.

      • 11 months ago
        Anonymous

        Re-reading my own post, I want to make a correction. ATB isn't exactly a "classic" turn-based system, it's more like an initiative-based system since ATB meters don't all fill up at the same rate.

  6. 11 months ago
    Anonymous

    I have taken a liking to simultaneous turns. Like in Diplomacy, where everyone makes their moves without knowing what other players have done.

    It might be best compromise between realm time and turn-based.
    Though obviously, the game mechanic needs to account for this, and I don't know how something like Risk could operate with it.

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