History Main / RocketTagGameplay

27th May '17 9:48:52 PM thatother1dude
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* ''VideoGame/{{Terraria}}'': How summoners work, as well as mages. Both of them can dish out some serious damage to bosses and take them down rather quickly, but you will be lucky to take 2-3 hits without dying. Even with Warding on all their accessories, a greater part of their gameplay will focus more on dodging attacks and retaliating than charging in guns blazing.
9th May '17 5:28:12 PM flameclaw0x7
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[[TropesAreNotBad This trope doesn't ''have'' to be a bad thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.

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[[TropesAreNotBad This trope doesn't ''have'' doesn't]] ''[[TropesAreNotBad have]]'' [[TropesAreNotBad to be a bad thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.
9th May '17 5:27:14 PM flameclaw0x7
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This trope doesn't ''have'' to be a bad thing. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.

to:

[[TropesAreNotBad This trope doesn't ''have'' to be a bad thing.thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.
8th May '17 4:43:38 PM morenohijazo
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* ''VideoGame/{{Terraria}}'': How summoners work, as well as mages. Both of them can dish out some serious damage to bosses and take them down rather quickly, but you will be lucky to take 2-3 hits without dying. Even with Warding on all their accessories, a greater part of their gameplay will focus more on dodging attacks and retaliating than charging in guns blazing.
5th May '17 9:59:24 AM TylerL320
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* ''[[VideoGame/ShinMegamiTenseiIV Shin Megami Tensei IV]]'' is so brutal that it doesn't even have a defensive stat to boost! You get extra turns for attacking enemy weaknesses, and lose them if you attack an enemy with something it's resistant to. They play by the same rules. So the gameplay revolves around either annihilating the enemy on the first turn or getting your hp wrecked by the demons.

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* ''[[VideoGame/ShinMegamiTenseiIV Shin Megami Tensei IV]]'' is so brutal that it doesn't even have a defensive stat to boost! Many ''Franchise/ShinMegamiTensei'' games, including the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' spinoffs, use this style of battle. You get extra turns for attacking enemy weaknesses, and lose them if you attack an enemy with something it's resistant to. They play by the same rules. So the gameplay revolves turn-based battles revolve around either annihilating the enemy on the first turn or getting your hp HP wrecked by the demons.demons if any survive your initial assault.
28th Apr '17 1:52:25 PM X2X
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* In ''VideoGame/EliteDangerous'''s "CQC Arena" - a standalone arena fighting mode featuring small craft - players are capable of blasting each other apart with frightening speed, thanks to their SpaceFighter's nonexistent armor, large guns, and oversized thrusters. Even the comparatively heavily armored Sidewinder dies in seconds. Averted in the base game, which veers off into PaddedSumoGameplay when dealing with full specced-out starships.

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* In ''VideoGame/EliteDangerous'''s "CQC Arena" - -- a standalone arena fighting mode featuring small craft - -- players are capable of blasting each other apart with frightening speed, thanks to their SpaceFighter's nonexistent armor, large guns, and oversized thrusters. Even the comparatively heavily armored Sidewinder dies in seconds. Averted in the base game, which veers off into PaddedSumoGameplay when dealing with full specced-out starships.



** This is quite commonplace in the VideoGame/{{Marvel|VsCapcom}} entries of the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series, with other notable offenders being ''VideoGame/MarvelSuperHeroes'', ''VideoGame/XMenVsStreetFighter'' (to the point that [[VideoGame/MarvelSuperHeroesVsStreetFighter its direct successor]] existed partially to do away with all of the crazy infinites in ''[=XvSF=]''), and--of course--''VideoGame/MarvelVsCapcom2''.

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** This is quite commonplace in the VideoGame/{{Marvel|VsCapcom}} entries of the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series, with other notable offenders being ''VideoGame/MarvelSuperHeroes'', ''VideoGame/XMenVsStreetFighter'' (to the point that [[VideoGame/MarvelSuperHeroesVsStreetFighter its direct successor]] existed partially to do away with all of the crazy infinites in ''[=XvSF=]''), and--of course--''VideoGame/MarvelVsCapcom2''.course--''[[VideoGame/MarvelVsCapcom2 Marvel vs. Capcom 2]]''.
28th Apr '17 1:50:03 PM X2X
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* ''VideoGame/{{Arma3}}'' and its predecessors generally use this, though with good players, it results less in everyone madly dashing and dodging, but in very careful play that is mostly about setting up ambushes, outflanking enemies or just knowing when to call in an artillery strike to knock down a house or two.

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* ''VideoGame/{{Arma3}}'' ''VideoGame/{{ARMA}} 3'' and its predecessors generally use this, though with good players, it results less in everyone madly dashing and dodging, but in very careful play that is mostly about setting up ambushes, outflanking enemies or just knowing when to call in an artillery strike to knock down a house or two.



* In ''Videogame/EliteDangerous'''s 'CQC Arena' - a standalone arena fighting mode featuring small craft - players are capable of blasting each other apart with frightening speed, thanks to their SpaceFighter's nonexistent armor, large guns, and oversized thrusters. Even the comparatively heavily armored Sidewinder dies in seconds. Averted in the base game, which veers off into PaddedSumoGameplay when dealing with full specced-out starships.
* In high level play of ''VideoGame/MarvelVsCapcom3'', players can reliably take half or more of their opponent's life in a single {{combo}}. Thus the actually competitive part of the match is when both players are trying to land the "touch of death" that starts a combo, often flying wildly around the screen to do so.

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* In ''Videogame/EliteDangerous'''s 'CQC Arena' ''VideoGame/EliteDangerous'''s "CQC Arena" - a standalone arena fighting mode featuring small craft - players are capable of blasting each other apart with frightening speed, thanks to their SpaceFighter's nonexistent armor, large guns, and oversized thrusters. Even the comparatively heavily armored Sidewinder dies in seconds. Averted in the base game, which veers off into PaddedSumoGameplay when dealing with full specced-out starships.
* In high level high-level play of ''VideoGame/MarvelVsCapcom3'', players can reliably take half or more of their opponent's life in a single {{combo}}. Thus the actually competitive part of the match is when both players are trying to land the "touch of death" that starts a combo, often flying wildly around the screen to do so.so.
** This is quite commonplace in the VideoGame/{{Marvel|VsCapcom}} entries of the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series, with other notable offenders being ''VideoGame/MarvelSuperHeroes'', ''VideoGame/XMenVsStreetFighter'' (to the point that [[VideoGame/MarvelSuperHeroesVsStreetFighter its direct successor]] existed partially to do away with all of the crazy infinites in ''[=XvSF=]''), and--of course--''VideoGame/MarvelVsCapcom2''.
2nd Apr '17 5:14:00 PM nombretomado
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** ''PhantomBrave'', which allots turns based on units' Speed stat instead of alternating between teams, goes one step further: in addition to being a game of one-hit kills, a sufficiently fast team can annihilate the enemy before they're able to make a single move.

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** ''PhantomBrave'', ''VideoGame/PhantomBrave'', which allots turns based on units' Speed stat instead of alternating between teams, goes one step further: in addition to being a game of one-hit kills, a sufficiently fast team can annihilate the enemy before they're able to make a single move.
9th Feb '17 6:02:50 PM ZombieAladdin
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** Generation V in particular seems to encourage this, as nearly any pokemon in OU play that isn't a StoneWall is more than likely going to get taken out by one super-effective attack. Ditto's [[TookALevelInBadass new level in badass]] shines in this sort of gameplay, as its new ability to transform as it enters the battlefield instead of spending a move combined with a choice scarf means that it doesn't matter what the Sweeper is or how powerful and fast it's gotten, at the very best it has a 50% chance of going first.

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** Generation V in particular seems to encourage this, as nearly any pokemon Pokémon in OU play that isn't a StoneWall is more than likely going to get taken out by one super-effective attack. Ditto's [[TookALevelInBadass new level in badass]] shines in this sort of gameplay, as its new ability to transform as it enters the battlefield instead of spending a move move, combined with a choice scarf Choice Scarf, means that it doesn't matter what the Sweeper is or how powerful and fast it's gotten, at the very best it has a 50% chance of going first. first.
** Generation V's double battles were also like this, due to the prevalence of TakingYouWithMe moves like Explosion, Destiny Bond, and Final Gambit: Official tournament battles, which were all double battles, frequently ended in fewer turns than there were Pokémon. By contrast, Generation V's ''single battles'' often turned into PaddedSumoGameplay, with the ubiquitous presence of walls like Reuniclus, Slowbro, Dusknoir, and Scrafty with battles consisting largely of both players switching from Pokémon to Pokémon to take hits (until one of the aforementioned Sweepers shows up). Self-Destruct and Explosion got {{Nerf}}ed in Generation VI, though double battles continue to progress much faster than their single-battle cousins to this day.
11th Nov '16 2:09:34 PM DustSnitch
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* ''Videogame/DwarfFortress'': Combat with actual weapons tends to end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not {{Badass}} enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer.

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* ''Videogame/DwarfFortress'': Combat with actual weapons tends to end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not {{Badass}} badass enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer.
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