there are, like the text based game of harry potter.
----- Original Message ----- 
From: "Dakotah Rickard" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Wednesday, January 09, 2008 2:32 PM
Subject: Re: [Audyssey] Acefire now ready for preorder!


>I know that this is a slight non-sequetor, but I was wondering. Why are
> there no games which are round-based instead of turn-based. Maybe there 
> are
> some, but I've never seen any.
>
> What I mean is this. There are two players, players A and B. They choose
> what action they would like to perform, then they hit finish or complete 
> or
> something. When both players have hit there "complete" buttons, they both 
> do
> the action as simultaneously as possible. In other words, in many games, 
> all
> things being equal, the first player can win simply because they're first.
> In this system, there is no first. It's a matter of what and when you do
> whatever it is you're going to do.
>
> Sorry about the off-topic. As a side note, actually on topic, I'd love to
> know more about this game.
>
> I don't mean to seem stupid, but this is the first I've heard about it.
>
> Signed:
> Dakotah Rickard
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of dark
> Sent: Tuesday, January 08, 2008 18:21
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Acefire now ready for preorder!
>
> Hi Damien.
>
> You are right Damien, indeed, that would imho improve the game.
>
> also, to add strategical elements, you could considder a number of 
> variable
> weapons, with different hit or miss probabilities, different levels of
> damage, and (possibly), more turns to load or equip.
>
> so for example you could have a grenade launcher, taking two turns to 
> load,
> but doing a lot more damage, or a throwing knife, instant loading and as
> damaging as the gun, but more likely to miss.
>
> Depending upon how far you wanted to take this concept, you could 
> considder
> some other ideas, such as you having an increased chance of being hit, or 
> an
>
> increased amount of damage depending upon what weapon you last used and 
> what
>
> your enemy hits you with.
>
> so for example, if your using a gun or a bomb or other ranged weapon your 
> at
>
> a greater distance from the enemy, so less likely to be damaged than when
> your up close using the bullwhip, or another short range weapon such as a
> knife or chain saw.
>
> another possible factor you could play with might be the idea of it taking
> longer to change from one weapon to another depending upon what your 
> using.
> so for example, it takes two hands to load a gun, thus you take an extra
> turn to pull out your whip, where as if you wished to throw a knife while
> using a bullwhip, you could do it instantaniously.
>
> All of these are possible ideas for making the combat in acefire more
> tactical. of course, there could stil be a random chance element (there is
> in most turn based combat systems, particularly those with dice), but with
> some of these sorts of things thrown into the mix, the player would have 
> to
> think strategically as well, which imho is never a bad thing.
>
> Beware the Grue!
>
> Dark.
>
>
>
>
> ----- Original Message ----- 
> From: "Damien Sadler" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Tuesday, January 08, 2008 7:32 PM
> Subject: Re: [Audyssey] Acefire now ready for preorder!
>
>
>> Hi Dark,
>> Without knowing it you just gave me a good idea. No, before, everything,
>> including how many times weapons missed, was completely random. But 
>> you've
>> made me actually think about one weapon more likely to hit than another.
>>
>> Thanks.
>>
>> Regards,
>> Damien
>>
>>
>>
>
>
>
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