Is EWOM a Simultaneous Turn base game?

Have Frogboy mentioned if this is a simultaneous TBS game (STBS)?

What I mean is everyone playing the game (SP or MP), can make their moves all at the same time. There is no need to wait for "end turn" sequentially for each player.  After the slowest player hit his "end turn", the next turn begins immediately.

If it is STBS, I really want the game implement zone of control (ZOC) around stacks. For example if the default ZOC is 2 hexes, any non-ally entering my stack's 2 hexes ZOC cannot leave this 2 hexes radius, no matter how many movement points they have left this turn.

8,496 views 9 replies
Reply #1 Top

What I'd like to see is that in your turn you do movement orders, then click end turns, moves are done simultaneously and gradually.  Mechanics may be difficult though.

 

 

Reply #2 Top

Arstal, so you means if I order my unit to march East 10 hexes, it can end up going 8 hexes becauses it bump into a roaming monster Griffin stack at the 9th hex that happens to travel west there? 

So on the strategic map, the player draw Red arrows to indicate how the unit should travels.  But he never knows exactly where the unit stops until 'end turn' button is pressed.  On Turn 2, I can order to attack the Griffin stack and the actual combat happens only after everyone press 'end turn' button.  The exact location of the fight is unknown because the Griffin stack will move away but most likely I can catch up to them UNLESS they have flown to the lake nearby already.

This is a very refreshing way! It'll make the game less predictable.  Has any other game use this kind of Order system?

Reply #3 Top

I've been thinking about this a bit lately. HOMM5 advertised simulataneous turns but IMO failed by revoking the privelage the moment two opponents crossed paths (permanently from that point on).

It was annoying to say the least, but put me in mind of the board game from the eightees Shogun (Axis and Allies used a similar mechanic). In these games, each teams turn was divided up into separate actions, economy, deployment, movement, battle...which kept the complexities contained and the game moving.

I'd always thought when multiplaying HOMM3, that if you could just ditz around in your kingdom when it wasn't your turn, planning your moves in advance, then the game as a whole would get a healthy kick. Unfortunately this was not the case and as a result, multi was just too darn boring. But if you could somehow divide the processes, having a shared self management turn (monies, purchasing ((perhaps disabled when under siege))) and a separate battle movement turns, there would be very little sitting around.

Obviously there's a LOT more mechanics to flesh out than that, but I just thought I'd share.

Reply #4 Top

Quoting ubernaught, reply 3

I'd always thought when multiplaying HOMM3, that if you could just ditz around in your kingdom when it wasn't your turn, planning your moves in advance, then the game as a whole would get a healthy kick.

 

Unlimited actions in a limited scope during other players' turns? That has possibilities I think and I do believe that some where Brad said Elemental would have simultaneous continuos turns similar to the corporate machine which is in turn similar to the political machine. 

Reply #5 Top

I'm afraid we don't really know enough to say how exactly the turns are being handled.   Its still in alpha, so a lot could change in the way turns are handled by beta, let alone release.

Reply #6 Top

Darkodinplus, what exactly did Brad said "Elemental would have simultaneous continuous turns similar to the corporate machine"?  It'll be great to get some idea from their inspiration/direction.

ubernaught, I never played HOMM5 extensively.  What is the reason why their simultaneous turn is half-hearted?  For MP computer games, dividing a turn into smaller churn probably won't work, as there are even more opportunities to wait.

I really want to play a fantasy TBS MP game in real time; but just like huge majority of people, they don't have the patience due to non-perfect implementation.  EWOM will be groundbreaking, if devs find a way to make STBS actually work well for more people to play.  (Substituting real player with AI when a player left is already a very good solution.)

 

As far as I know, AOW:SM has an OK implementation.  However, I avoid playing that after a few tries with friends.  For example, without ZOC, my friend can easily bypass my defense.  Also, tactical combats (TC) takes too long & or too often; while Auto Resolve is too erratic for my taste.

 

The time consuming TC should only be done when needed. For example, before the game start (either Multi/Single Play), players will need to pick/agree to ONE of the following choices:

1) Always TC.

2) No TC, always Auto Resolve

3) Always Auto Resolve first.  However, if my stack lost over 30% HP (or whatever % agreed be4 the game starts), start the Tactical Combat.

4) Decide if always Auto Resolve battles against roaming monsters or not.

"A % HP lost expected" should be shown automatically, whenever I hover my mouse pointer over enemy stack. It can be determine by running AI AutoResolve once behind the scene or use relative stack strength to calculate.

If STBS has to be done well for you to play more MP in real time, what kind of features are needed?  Or do you want the above features I've hoped for?

 

Reply #7 Top

Reply 21 in Thread  however the simultaneous is implied rather than explicit so that is still sketchy. 

Reply #8 Top

Well, am I setting a bar too high?!  simultaneous turn is sure harder to program, maybe devs don't want to be groundbreaking in this regard.

However, without simultaneous turn, I don't believe anyone will be really playing TBS on-line.

Reply #9 Top

Age of wonders did simultaneous turns as did Civ 4, for multiplayer it is almost needed I feel. While playing solo I prefer the classic system. Wonder or Elemental will include a PBEM system now that I think about it. Hmm...