Tuesday, July 7, 2009

Initiative and Movement

"In a nutshell, it's an approach that uses variable action speed combined with a cyclic initiative queue to serve as a "positioning" mechanic; i.e., instead of depending on your position on a battlemat, the tactical subsystems are designed to depend on your position in the queue. Most of your options revolve around fiddling with the initiative order; for example, instead of having effects that slide your opponent around the battlefield, you have effects that mess with their position in the queue, generally to their detriment. This is how most turn-based CRPGs out of the last fifteen years have handled tactical positioning."

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