Okay, I'll start this one off on the right foot ...
Given the lag issue with the internet, should action combat stay or go?
(I'm not going to influence this just yet, I want to see where you guys go with it.)
- Tarix
As I've blabbed about CONSTANTLY on this forum, I'm working on a game, inspired by the great BBS games of yesteryear.
I'm planning to make it a MMOG, albeit a small-scale one. I have been tinkering a lot with the idea of an action-style combat, but my game has 5-player/npc parties, so imagine playing Final Fantasy 2, and using Action Combat instead of random...that's kinda how the combat system in my game will be. The combatants take turns, and can use action-style combat, but if they hesitate too long on a response, they game assumes they missed, so there's no going afk to avoid a death blow.
Maybe something like that would work in OOIS? I'm still not sure how the multi-player thing will go, will it be one at a time with a timelimit, or all at once with or without a time limit? I'd love to see a MMOG OO game (MMOGOO!)
I'll post a link to my game when it's done, or at least when it's playable. I'm almost 90% done with the editor, just a few features left to implement, like creating random monster types, NPCs, and player-owned things like bases and vehicles/mecha/ships.
Other than that, the editor is finished, and I almost got high on pure joy earlier tonight when I made a map in it, and saved everything,
loaded it all back up, and realized I actually managed to squash all the obvious bugs and fix no less than 5 or 6 buggy subroutines in one sitting.
Sorry to ramble off-topic, I tend to type 170-180 wpm and get caught up in the moment sometimes

My point to all of this was the multi-player action combat thing for player vs player combat with both players online.