I know where you're coming from, and I could care less about whether or not RDMs are meleeing, I just think you're assuming way too much about how the engine is built and what kind of trickery may or may not be possible to get around its supposed limitations.
You made a very valid point when you brought up the fact that this game mechanic is probably not as easy to change as people were assuming. (like flipping a switch or changing a 1 to a 2)
...Then you just kind of went overboard with it (at least, from my perspective) by acting as if it would be impossible to make it work.
as an example:
*Player casting spell*
*If attack round is up, stop casting and hit target* (record time)
*Continue casting spell* (subtract lost time)
An approach like this (obviously a lot more involved, but the overall approach) might work, even though it's not technically doing two things at once. It might not work, but the point is that it's probably not as complicated as you're assuming to get something like this to happen, and probably more complicated than many others have assumed.


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