[General] Turn-Based Strategy or Real-Time Strategy

Which is better?


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So I plan to make a WW2 style war game but i'm having trouble deciding this, should i make it Turn-Based?(Like turn 1 - player 1 turn 2 - player 2 etc.)
or
Should i make it Real-Time(no turns just war war war) ?
I want to get your opinions about this :ogre_haosis:.
 
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Turn-Based games entirely rely on execution orders whereas RTS has more pressures that makes the game interesting. RTS also benefit from being able to control your units better then your opponent which makes counters less binary and boring. The way a Turn-Based game usually achieves this is by having advanced stat systems to perform rigorous calculations and/or random chance.
 
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Hmm i think i want to make a Turn-Based Strategy map, i haven't tried it before so i'm pretty excited to make it :)
 

sentrywiz

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sentrywiz

There is no "better"

Depends on what you plan to put in it. You need to ask yourself this:

Do I want time to be a mechanic or a resource?

If your answer is mechanic, then turn based. Turn based games rely on time to process given information so that you come up with a valid strategy and you have the time to execute it properly and in order.

If your answer is resource, then real time. Real time games leave you with little to no time to make critical decisions, like expand, attack or defend. Players decide in split seconds what they are doing and often times just blindly go in risking it all. Real time games often become games of macro & micro since you cannot waste too much time thinking about it, the enemy will overrun you.

Both are fun expressions of strategy games.
 
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There is no "better"

Depends on what you plan to put in it. You need to ask yourself this:

Do I want time to be a mechanic or a resource?

If your answer is mechanic, then turn based. Turn based games rely on time to process given information so that you come up with a valid strategy and you have the time to execute it properly and in order.

If your answer is resource, then real time. Real time games leave you with little to no time to make critical decisions, like expand, attack or defend. Players decide in split seconds what they are doing and often times just blindly go in risking it all. Real time games often become games of macro & micro since you cannot waste too much time thinking about it, the enemy will overrun you.

Both are fun expressions of strategy games.

Mechanic :).
Though i have a few questions more, is there any way to detect if a unit has load?(has a unit inside it) and also be able to detect what kind of unit is loaded? Because in the map i'm making i want it to be that you can put planes,bombers etc. in either an Airport or an Aircraft Carrier then when you want to order an Air attack then you could pick what kind of air unit you want to use for the attack.
 
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> I've yet to see a good turn based map. You make one for us!

> Because there aren't any?

There is a map that's probably used to be popular back then, but ah well - Soulchess. It's, well, chess, but with different unique races that have unique traits and is entirely a turn based game where each player take turns moving their pieces and such. It's 4-player map, too. It's pretty fun.

That being said, I've never seen a pretty decent turn-based game for that kind of game you're trying to produce. I wouldn't mind seeing it happen.
 
Turn based systems suffer heavily from passivity. Especially in a 4 or more player game, having to wait for 3 other players to make their moves is brutal.

You should allow players to do something while waiting for the opponent to finish his turn... like managing formations or preparing spells or building a town, etc.
Basicly, make players alternate between combat-turns and management/building turns.

While player A moves and orders his army, player B can give build orders, manage his town, etc. - then in the next turn, the roles are reversed.
That way, no player is ever passive and the game stays interesting. The only issue you will have is how to balance the first-move advantage: One of the players will start the game with a construction turn, while the other starts with a movement/army turn. To balance this, you could give the player who starts with a construction turn a slight movement advantage in his first army turn and give the player who starts with a movement turn a small construction speed bonus in his first building turn.

Creeps, treasures and random events around the map (Heroes of Might and Magic style) that are not based on opponent activity can greatly enhance the gameplay with this idea, as then the army turns don't feel useless when you still need to build up your army.
 
Level 6
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Turn based systems suffer heavily from passivity. Especially in a 4 or more player game, having to wait for 3 other players to make their moves is brutal.

You should allow players to do something while waiting for the opponent to finish his turn... like managing formations or preparing spells or building a town, etc.
Basicly, make players alternate between combat-turns and management/building turns.

While player A moves and orders his army, player B can give build orders, manage his town, etc. - then in the next turn, the roles are reversed.
That way, no player is ever passive and the game stays interesting. The only issue you will have is how to balance the first-move advantage: One of the players will start the game with a construction turn, while the other starts with a movement/army turn. To balance this, you could give the player who starts with a construction turn a slight movement advantage in his first army turn and give the player who starts with a movement turn a small construction speed bonus in his first building turn.

Creeps, treasures and random events around the map (Heroes of Might and Magic style) that are not based on opponent activity can greatly enhance the gameplay with this idea, as then the army turns don't feel useless when you still need to build up your army.

But each turn of a player wont even last 5 minutes and plus if i do it like that(alternate turns) then that would be weird that you could attack the enemy while he/she is building. Each turn would be fast, and also a player has 2 ways to end a turn, either typing "-end" (without the quotes) or if the 3 minute timer expires. :grin:
 
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