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Sliding Scale of Turn Realism
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Games that simulate real life to a degree have, over the years, had to deal with one problem time and time again. How do you simulate the passage of time in a situation where tracking it is vital? While you can say "about an hour" when dealing with shopping, in combat you need exact measurements. There have been many different attempts at this. There are three examples used here, blowing smoke from a smoking barrel (less than a second), loading a handgun (4 seconds) and field stripping a gun (one minute). Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })Second by Second Each second of combat time is described out as an action. Actions taking longer than a second are broken down into second long chunks so in effect everyone acts on every turn. This is most realistic but also rather book-keeping intensive. Blowing the smoke from the barrel takes 1 second. Loading a handgun is broken down into 4 equal-length actions such as unclipping the magazine, removing the magazine, putting a new magazine in and re-engaging the mechanism. Field stripping a rifle would take 60 such actions and might just be handwaved as taking that time, rather than broken down. |
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