I have played Robo-Rally (though not in a while) and I've been trying to correct this for a couple pages, but people are allowed to talk to one another. 5-whatever minutes is meant for thinking and talking. And I have considered low comedy for a setting (sort of a Hitchhiker's Guide to the Galaxy take on warfare) but that's for another day.FrankTrollman wrote:So if you aren't making a low comedy game about the hilarity of accidentally calling an air strike on your own medical transport, why the fuckity fuck are you even considering this line of inquiry?
-Username17
The intended payoff is the removal of arbitrary initiative rolls and the feeling of powerlessness as someone dashes around you, blows you a rasberry and then does something while you sit there and wait for your turn.When you present weird and gimmicky game mechanics, they need to have some sort of payoff.
As for the wasted turn, who says a turn is going to be wasted? Lets go through this action by action. Let's say you support another player, unless you are outnumbering the enemy 5 to 1, more than likely someone is trying to get a shot off on him. So your support is aiding him. The only time it's wasted is if no one is trying to interfere with him and that can happen in any other game too. Casting a defensive buff on a player who is then not targeted can happen just as frequently, yet that's not considered a flaw in the system. If you are engaging someone than if they try to run away you are interfering with them. You may be able to hit him and if they are not supported, more than likely you can put a wrench in his plans. Or lets say they die during the turn, if they die during a turn than there is a strong chance you had to work with someone to kill them. Two people engaging one target should be worth more than two individual attack roles. As I mentioned in the start, people fleeing is just as likely to be an end result of your attack, so extra firepower should be rarely wasted.
There is the possibility for overkill, yeah, but that's just as prevalent in other games too. In a hex based game like D and D, two melee fighters moving to intercept one target is a commitment of resources, more than likely involving at least a turn of moving into position. So if one of them is enough to kill the sucker, the other person just wasted a turn moving towards someone he didn't need to kill instead of moving towards a different target. Same thing goes for combat buffs, if someone else kills the person first, is it a waste? Overkill, as well as the risk of being engaged yourself, should be a factor in decision making.
Next is movement, here, yeah it can feel like a waste, but (once again I didn't want to talk about the trees instead of the forest) with 12 seconds to play with, being interfered could just as well mean you return fire. Yeah, you get a modifier, but your not just sitting there. You might not reach your intended target, but you're closer and you're fighting back. Plus, the enemy doesn't automatically cancel your action so just because he reacts doesn't mean you can't be successful.
As for actions, this is a case where no system can avoid wasting a players turn. A failed medic roll is a failed medic roll, pure and simple.
And to return to combat and the possibility of failure, the idea behind a lengthened turn is also to give more of a granularity to the normal stark results of combat. In most systems a failure to do damage is a failure to do damage, which is, as you say, a wasted turn which frustrates the player. The idea behind nerve is that just because the blow is dodged or blocked by armor, its not like the enemy gets away scot free. He still knows he nearly got shot, his ribs are still bruised from the kevlar stopping the bullet, even if its not what the player wanted, the player still reduced the fighting ability of the enemy.
So yeah, wasted turns occur all the time and in any system and with added time, they can actually be reduced, not increased.
As for reading and resolution. Probably the honor system is best, to save time. Obviously, this can be gamed, but its what I have for now. Resolution wise, you can't cut this part of the game. People still need to roll a die and see the result. Its a necessary evil of any system.