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Re: quasi-missionbased campaigns. Concepts and general discussion[message #126949] Tue, 02 May 2006 22:17 Go to previous messageGo to previous message
kropotkin

 
Messages:47
Registered:May 2005
Location: lake titicaca
Well first of all. NO Jagged Alliance title ever offered this 'total freedom' nonsense. In JA1, 99% of all items in the country were pre-determined. No shops, and missions guided the player to key locations. JA:DG had the first merchant that added a bit of variety. Then JA2 was very similar to JA1, there was a definite order the first few cities had to be conquered, but not all of them were really necessary.

As to UC, it is quite definitely the worst mod I've ever seen for any game. It was done without any respect to how the game actually works and completely unbalanced it, besides destroying the storyline. The best solution to the whole 'progress question' was probably in Wildfire. But, we've all seen the whiners who found they couldn't take the airport first thing and started cheating again, with the 'liberators patch' and whatever else.

One possible solution would be coding in much stronger level scaling. Powerful full-size weapons will only show up when so and so many cities are conquered and the gang has reached at least charlevel X. Campaign designer will have to make an estimation as to the total bodycount or experience gain and balance character progress speed accordingly. "Mission-based" or not, stronger structuring can be introduced in many ways.

I know that there's a sizable minority who will always play the game "mod-squad style" with cheat sectors full of extra equipment and maxed-out mercs, but in the Jagged Alliance case thats really like pouring ketchup over a five-star dinner.

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