Edit Note: the op was an idea to make some sort of quasi simultaneous system to make ai turns go faster…After some thought, I proposed a newer idea that simply had to do with the speed in which enemies activate their units, which would essentially accomplish in very fast/streamlined turns for ai, without losing the intricacies of what they actually do on any given turn.
One thing that bugs me about these games is the seemingly excessive downtime brought about by waiting for this dude to move, that dude to move, this other dude moves, then this dude, then that dude, then this one dude moves here and takes a pot shot and moves away…and was wondering if there might be an opportunity to mitigate this in a fun way.
What came to my mind was:
1)You play your turn out as normal, taking all of your meticulous moves and shots and abilities and stuffs and hit end turn.
2)Enemy turn: all of the enemies take there turn in what seems like real time. What they’re actually doing is just playing out there actions in the regular sequence, but a few milliseconds apart from one another. From your perspective, you just see this “OMG! THERE FRICKIN RUSHING US!!” and then it’s over and get to take another turn.
Problems with this idea:
-Well, how do you account for things that enemies do that cause obstruction in paths? for example, what if an enemy fires off a grenade that blows up a floor that the other enemy would’ve jumped up towards, assuming the moves are all fired off simaltaneously in this proposal of mine.
-Answer: Create a logic that allows enemies to acknowledge that one is running down this path while and create an action that works. For example if…
Alien A: has to run towards a soldier that is 8 tiles away to maul him.
Alien B: Move into range to fire a grenade
Alien A: hits the soldier, with the action (assume it’ll take 4 frames) and runs out of range by 2 tiles.
Alien B: Waited on the spot until Alien A ran through all the frames it required to hit the soldier and retreat to not take grenade damage.
What this waiting period could look like (assuming each tile moved is a frame in this system):
8+4+2= 14 frames.
You could possibly create this logic were alien B will hit that soldier, but due to the conflicting schedules with Alien A, would also add the waiting and what not to it’s sequence.
Pheonix Point, being a single player game, could possibly benefit from something out of the box like this. Even if it’s implemented post release. Being able to speed up great big battles like we’re going to see in the later game would be a great boon to the genre imo