Damn the natives (JA1)[message #205216]
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Tue, 30 December 2008 21:34
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Shadow |
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Messages:39
Registered:December 2008 Location: Argentina |
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After beating JA2, I turned to JA1 and found out it's pretty good, despite the age. However, I think it'll be impossible to play without abusing reloading even more than in JA2. Not due to battles, but rather the unforgiving, all-or-nothing day management system.
Normal difficulty, day 3 or 4. After taking four or so sectors, most of my team (Grunty, Speck, Gary, Beth, Elio) had lost about half their HP, and equipment was starting to degrade, so I decided to let Beth heal the wounded and Speck repair as much as he could, meaning no action for the day. I had ensured there were plenty of guards on-station, properly balancing with trappers so that I got only a small daily deficit.
Day starts. Not much happens. An attack is repelled without any native guard casualties, and Grunty and Gary recover to full health. Daily outcome: Fair. Great, the men should be good to go and take over some more sectors tomorrow.
The following day, 90% of my native guards quit! WTF! Okay, I didn't take any sectors, but I held my ground and didn't lose any natives to Santino's men. My mercs aren't invincible combat robots, nor my equipment made of everlasting adamantium, so can't they rest for ONE day without everything falling apart? I mean, come on! What am I supposed to do now, with two guards to defend five sectors? Forsake all my income (fire all trappers to hire enough guards, or lose everything), take a big financial hit and keep going, knowing the same will happen the next time I need to heal my guys and/or repair?
Yes, I'll have to abuse quicksaves since losing HP is not an option unless you want to suffer major setbacks whenever doctoring/repair is needed. Where's the fun in that?
PS: I'm playing version 1.13.
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