No.137 / 280Action & reflex · Combat & tactics

Simultaneous Planned Orders

Both sides plan in secret, then watch the moves play out together.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Time · Information
Frozen SynapseNo.137Frozen Synapse

01The core loop

Action → feedback → next choice
  1. 01Predict the opponent
  2. 02Plot orders on a timeline
  3. 03Both sides execute
  4. 04Review and replan

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    5-second turn; your rifleman is by a door, and the enemy may appear at the left or right window.

  2. T2

    Turn 2 · The player chooses

    The player aims him at the left window for 2 seconds, then turns right.

  3. T3

    Turn 3 · The feedback

    On playback the enemy appears at the right window at 3 s, just as the rifleman turns and fires first.

  4. T4

    Turn 4 · The next decision

    The opponent will be warier next round, and the player starts guessing their new route.

How it plays

Each round lasts a fixed duration; while paused, players set paths, facing and attack timing per unit, then both sides' orders run at once. Without seeing the other plan, you must guess where the enemy will move and stop. Some games show predicted enemy actions or let you simulate.

What the player weighs

  • Hold position and wait vs. push to seize initiative
  • Trust the forecast vs. leave margin for surprises

02Start small

Quest · 0/3Prototype complexityContent-heavy prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Frozen Synapse
F

Frozen Synapse

P1

Both players plan roughly 5-second turns at once and can place hypothetical enemies to simulate outcomes before execution, creating heavy mind games.

Phantom Brigade
P

Phantom Brigade

P2

A single-player game that shows predicted enemy mech actions for the next few seconds, while you arrange moves and attacks on a timeline.

The difference worth noticing

Frozen Synapse is about reading a human mind; Phantom Brigade reveals predictions and becomes a timeline scheduling puzzle.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Simultaneous Planned OrdersCombat & tactics+

Let players rewind playback to any second and change one unit's order, but only twice per match.

Prototype this combo in Yoroll

→Follow the next idea

Combat & tactics

Tactical Pause

The fight runs in real time, but you can freeze it anytime to think and issue orders.

Prototype complexity
Who plays
Solo decisions
  1. 01Watch in real time
  2. 02Pause to assess
  3. 03Queue several orders
  4. 04Resume and watch
FTL: Faster Than Light · Dragon Age: Origins
Combat & tactics

Telegraphed Enemy Intent

Enemies show their next move in advance, turning your turn into a puzzle.

Prototype complexity
Who plays
Solo decisions
  1. 01Read the enemy's intent
  2. 02Weigh threats and gains
  3. 03Disrupt or avoid it
  4. 04Enemies act as shown
Into the Breach · Slay the Spire
Combat & tactics

Action Point Budget

Each unit gets a few actions per turn; moving and shooting come from the same pocket.

Prototype complexity
Who plays
Solo decisions
  1. 01Check remaining actions
  2. 02Choose move or attack
  3. 03Spend and resolve
  4. 04Plan the next unit
XCOM 2 · Gears Tactics
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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