Turn-based tactics (TBT) is a video game genre of strategy video games. They are turn-based simulations of operational warfare and military tactics in generally small-scale confrontations as opposed to more strategic considerations of turn-based strategy (TBS) games. Turn-based tactical gameplay is characterized by the expectation of players to complete their tasks using only the combat forces provided to them in a generally realistic (or at least believable) manner.
The gameplay of turn-based tactics game is the turn-based counterpart to that found in the real-time tactics genre. The genre has its roots in tactical and miniature wargaming, the recreation of battle scenarios using miniatures or simple paper chits. Compared to other strategy games, turn-based tactics games often have detailed and complex environments due to the tactical implications of elevation, hard cover and line of sight. Further, in most turn-based tactics games, a player's force is maintained between battles. This allows units to become more proficient as they gain more battle experience. Coupled with the often small and specialised squads used, this can encourage an affinity between players and their troops.
Chronology of turn-based tactics video games and Chronology of tactical role-playing video games
During the 1980s, as microcomputers and personal computers became more powerful and more common, game developers turned their attention to designing tactical wargames for them. Some early tactical wargames for the computer included Gary Grigsby's series of games for the Commodore 64 and Apple II: Panzer Strike (1987), and Typhoon of Steel (1988), while the first time the system was properly built was with Famicom Wars, which was launched for the Family Computer in 1988.
Battle Isle is a series of games developed starting in 1991 by Blue Byte. Set on a fictional planet, Chromos, and inspired by the Japanese game Nectaris (1989), the games feature futuristic tactical battles played on a hexagonal grid.
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In video games and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time strategy and Real-time tactics Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game Terraria, where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns.
Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories: turn-based and real-time, but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration.
Tactical role-playing games (abbreviated TRPGs), also known as strategy role-playing games and in Japan as simulation RPGs (both abbreviated SRPGs), are a video game genre that combines core elements of role-playing video games with those of tactical (turn-based or real-time) strategy video games. The formats of tactical RPGs are much like traditional tabletop role-playing games and strategy games in appearance, pacing, and rule structure.
We introduce a three step procedure to improve attitude determination by MEMS-IMU sensors on board a small UAV. IMU pre-calibration is performed first and only once in the lab; second in a simplified version and for every switch-on in the field. Together, ...
IEEE/ION2020
In this paper we discuss partial differential equations with multiple scales for which scale resolution are needed in some subregions, while a separation of scale and numerical homogenization is possible in the remaining part of the computational domain. D ...
2017
In this paper we discuss partial differential equations with multiple scales for which scale resolution are needed in some subregions, while a separation of scale and numerical homogenization is possible in the remaining part of the computational domain. D ...