Combat Mission Shock Force 2

Combat Mission Shock Force 2

Dodocan Sep 8, 2020 @ 4:19am
Real Time vs Turn-Based?
What is the difference? Why do so many people play turn based?

Does it have something to do with AI decision-making?

And since we are at it, I am curious as to how AI does in this game. When it comes to for instance unscripted quick battles, do AI take logical action?
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Showing 1-5 of 5 comments
bufo Sep 8, 2020 @ 6:13am 
Turn-based is a little misleading.

In both cases the game plays out in real time. The difference is that in turn based mode the game stops autoatically after each 1 minute mark, and you can only give commands during this phase.

The big advantage to this is that you can replay each "play-out" phase which is essential when you have more than a couple units.
jsem Sep 8, 2020 @ 8:02am 
A lot of this depends on your play style. For me I will do Real Time when I'm managing a platoon.

Anything more than that, I'll go with Turn-Based. It's just a little easier.

I think the big advantage of Real Time is that you can make decisions on the fly rather then committing a full minute in Turn Based. A lot can go wrong in a minute.

That being said, A lot of people will only play Turn Base. I think its a little more exciting to see for that minute what unfold. Its a bit more rewarding when you pull it off.

Remember, you can pull some pretty complicated moves in Turn Base. Using pause, and target arcs is very useful.

Also, you can control you squad to hold fire by reducing the target art.

Have fun!

Actionjackson Sep 8, 2020 @ 8:05am 
I just say, one minute war movies you can watch from all sides, if you play realtime you miss all the action, you are always busy with things and can not go down to the units and see what they do and how things play out. If you do that your troops on the other end of the map get killed and you have no idea why.
Realtime you can not waste time, in WEGO you can drool over the little action movies you create yourself over and over again.

That is a big reason, many people do enjoy that. It has other benefits too but the replay is the most "fun" part.
Last edited by Actionjackson; Sep 8, 2020 @ 8:06am
pimpingbunny Sep 8, 2020 @ 8:17am 
we go is more real.

You give out order then the man will execute the order and give you feed back. If any unit took dmg they will report back.

instead of in real time, you miss the missile destroying your tank and you won't even know what happen.
jwarrenw13 Sep 8, 2020 @ 8:31am 
This was explained in the Wargamer history of CM that I read and posted this morning. Here is the excerpt:

"The original trilogy of CM games used a turn-based hybrid system, dubbed WEGO. Each turn, orders were issued to units by both players. Those orders were then executed simultaneously during a sixty second real-time window, at the end of each turn. With the release of CMSF, and the upgraded CMx2 engine, Battlefront added the option of playing CM as a pausable real-time experience. Personally, I enjoy both options. However, this game was designed to be played using the WEGO system. That’s because, WEGO partially simulates the command and control challenges faced by commanders.

Under the WEGO system you are forced to cede control of your units to virtual commanders (dubbed TacAI), as they attempt to carry out your orders. You cannot react to the battlefield situation in real-time, depriving players of their ‘gods-eye’ view of the battlefield. It forces the player to make decisions based on incomplete information as you cannot instantly react to your opponent’s movements. In this way, WEGO merges the tactical depth and planning of turn-based gameplay with the intensity of real-time systems. Whilst it might not be for everyone, it does add an extra layer of realism to the overall experience and is worth trying out."
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Date Posted: Sep 8, 2020 @ 4:19am
Posts: 5