Crosmando: Well, to be fair, a game can only be
truly tactical by being turn-based, so you'd be better off playing Jagged Alliance or tabletop games, but on-topic games like Rainbow Six or Syndicate which aren't turn-based still allowed a level of tactics because you could switch between controlling your squad members, placing them in different positions which are more tactically beneficial, so when combat occurs it's to your advantage, so they almost play like TB.
It's impossible to be tactical when you can't control your team by toggling control, because internet gamers are not soldiers, even if they wish they were.
Strijkbout: Yeah like you can assault a group of hostagetakers turnbased in real life. :rolleyes:
Making a game turnbased is turning realtime events into a game of chess and just think how artificial it all becomes: "Hey, it's my turn, I shoot you in the head and after that it's your turn and you can fire back!" kind of gameplay.
It's a game, and in real-life most if not all real people would crack and go hide in a hole when the bullets started flying, that's what happens when you replace
rules for traits like morale, strength, dexterity, etc, with a single bog-standard running speed, accuracy, and everything about the character, instead of being based on stats.
There's no way to have a properly tactical game, when it's based solely on real-time reflexes of the person behind the screen, and not the actual character
in the game.
It's the same reason action RPG's like Skyrim are so bad, there's basically no real stats-basis for anything, How good are you at swinging a sword? As fast as you can click that mouse! It's just crap to appeal to people who think that they can be the best "gamer" ever by being able to click the fastest.
In a real tactical game, if you ordered your soldier to shoot at an enemy, whether you hit or not would be determined something like a dice-roll, modifiers to the roll would be A) your morale, higher morale stats would mean straighter aim, B) Accuracy, your training in firearms, the higher the stat the better, this could be further modified by proficiency in different weapons, C) Terrain and cover, if the enemy is partially concealed or behind cover (and to what degree) would decrease the modifier to hit, while being in open ground not so.
And THEN, after the computer has calculated all that (which would only take a millisecond obviously) you see if you hit or missed with your shot, and where on the body they were hit if they were. The "rolling" would add the element of random chance to the stats.
You cannot tell me a system like that is inferior to just point-and-click. Seems to me that the complaints against such systems are from people who don't want to play tactical games, and don't want to think.