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In the "Command Phase", all players issue orders to their characters simultaneously, usually within a limited amount of time. It involves two distinct phases: the Command Phase and the Execution Phase. Simultaneous Turn Resolution: This is an approach more similar to Turn-Based games.Since "Realtime With Pause" often relies heavily on some degree of automation between orders, Artificial Stupidity may become a problem, so the ability to issue some kind of simple conditional commands is common - sometimes amounting to a simplistic Programming Game.If the game also has multiplayer mode, the option to pause is normally disabled completely in that mode. This type of gameplay is usually only available in games where one human player is facing off against one or more computer-controlled opponents.It also allows issuing complex orders to multiple characters and digging deep through complex menu systems, which would otherwise require very fast fingers. The main goal of this design is to allow players to stay "on top" of the situation, reducing the need to frantically move the mouse or controller all over the screen to get their bearings.
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Any orders given by any player while the game is paused will be executed as soon as it is unpaused. However, when the game is paused, the player retains his/her ability to give orders, survey the playing field, and pretty much do anything that's possible when not paused. Players can give commands whenever they wish, just as in regular "Realtime" games.
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Approaches to this issue are often unique or innovative, as there are many possible combinations to be tried.
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