Posted June 17, 2012

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.

I still dont understand why there cant be a real time tactical game, according to you. You clearly have never played ARMA 1 or 2 in multiplayer, especially in coop missions. If you did, you would notice that its possible to have a tactical FPS, even in multiplayer mode.
This is unrealistic because it assumes that someone playing a video game is the same as a solider in a gun-fight, the only real way to simulate things like morale, movement speed, accuracy, etc, would be on a stat and dice-roll basis, so it's not the person behind the monitor who is in charge of how quickly you can take cover or fire a weapon (simply by holding ctrl or left-clicking the quickest) but the stats of the character you control. Left-clicking is not a realistic simulation of firing a weapon, and holding W is not an accurate simulation of running.
In an ideal tactical game, every-time you performed a dangerous action with a soldier it would require a morale roll, things like running out of cover into direct line-of-sight would add negative modifiers to the roll, so there's a chance your soldier will simply panic, curl up in a ball and refuse to run out to his death. Don't you think a system like that is superior to a bunch of wannabe-commandos playing a point-and-click... (sorry shoot) game to "pwn" each other over LAN?
And secondly, their can be a real-time tactical game, if you read my post I did point to Syndicate (it's sequel Syndicate Wars counts too) as good examples of RTT, I would also add the Close Combat series, Myth II and some others if you include non-gunplay based tactics.
Post edited June 17, 2012 by Crosmando