Home » BIT COMPOSER GAMES » Jagged Alliance: Back in Action (by Coreplay) » Details about Plan & Go system revealed
Details about Plan & Go system revealed[message #267005] Wed, 17 November 2010 04:02 Go to next message
Shanga is currently offline Shanga

 
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From here:
http://tinyurl.com/2vkkpgb

Quote:

Hi all,

the German user Hasta opened a thread in the German board with some questions about the Plan & Go system. Please find his questions and our answers below.

Best,

Your bitComposer Team


Hello Hasta,
Thank you for opening the thread. We have enjoyed answering your questions as best as we can at the present time.
Development is an ongoing process, which means that nothing here is set in stone and there can, and surely will be changes in the future.

First Question: what automatic options can I set to interrupt the real time?

- Enemy spotted?
- Out of ammo?
- Mercenary wounded?

This has not yet been finalized in detail, and the options will only be fixed at a relatively late stage in development. In any case, we want to avoid constant, automatic interruptions in the game, and to ensure the player doesn

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Captain
Re: Details about Plan & Go system revealed[message #267010] Wed, 17 November 2010 10:59 Go to previous messageGo to next message
Megabit is currently offline Megabit

 
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Does this make sense to anyone?

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Private 1st Class
Re: Details about Plan & Go system revealed[message #267011] Wed, 17 November 2010 11:08 Go to previous messageGo to next message
Logisteric

 
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that sounds to me, as they want to make some kind of automated bots of our mercs ...

... and that does not make any sense at all

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Captain
Re: Details about Plan & Go system revealed[message #267014] Wed, 17 November 2010 11:55 Go to previous messageGo to next message
Megabit is currently offline Megabit

 
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It sounds to me like we PLAN than we GO, than we click like crazy, than we pause, than we trow game in trash...



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Re: Details about Plan & Go system revealed[message #267015] Wed, 17 November 2010 11:57 Go to previous messageGo to next message
lamurt is currently offline lamurt

 
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weirdos

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Corporal
Re: Details about Plan & Go system revealed[message #267016] Wed, 17 November 2010 12:14 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
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http://tinyurl.com/2vkkpgb
Seventh Question: Can I make unsighted enemies also

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Sergeant Major

Re: Details about Plan & Go system revealed[message #267018] Wed, 17 November 2010 12:22 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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It sounds like :puke:

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Sergeant Major
Re: Details about Plan & Go system revealed[message #267019] Wed, 17 November 2010 12:37 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
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Hmm, looks like it would be pretty pointless to have an auto-pause enabled once a merc spots an enemy and at the same time define a default action for mercs when an enemy is sighted. This action is quite unlikely to be performed, since the game will have stopped anyway. And if you have to target body parts yourself, why would you want to choose to just unpause and let the script deal with it, instead of giving proper commands? Unless the game throws mostly harmless cannonfodder at you so after a while you wouldn't bother to apply any "tactics" most of the time, anyway.

By the way - does that mean, line of sight is still there, at least for the mercs and enemies? That might be confusing if you never really know whether only you see a particular enemy or whether the merc does as well - are they secretely planning to insert Commandos-like "vision cones"? *shudder*...

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Staff Sergeant
Re: Details about Plan & Go system revealed[message #267021] Wed, 17 November 2010 12:40 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
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Hey the green vision cones were awesome!! Very Happy They even got more narrow when the guy looked at something in detail.

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Sergeant Major

Re: Details about Plan & Go system revealed[message #267023] Wed, 17 November 2010 12:57 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
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Don't get me wrong, especially the second Commandos was an awesome game, but it was quite a different concept.
Another thing just occured to me: how will friendly fire be handled? A "burst fire from the hip at will"-configuration might rip half of your squad to shreds in no time if your mercs are moving in a somewhat tighter group...

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Re: Details about Plan & Go system revealed[message #267025] Wed, 17 November 2010 13:49 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
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In the newer UFO series (Afterlight, Aftermath etc.) it is very difficult to hit a target making friendly fire almost impossible. For example when you shoot a weapon at an enemy and one of your guys is in the way (very rare as the maps are huge), the hit chance on the enemy is simply much lower, making most of your shots misses with no chance (as far as I know) of hitting a friendly. My guess is the same system will be used here. (Not saying this is great, just how it might work from the info we have) It *is* possible to hit a friendly, just very hard.

[Updated on: Wed, 17 November 2010 13:50] by Moderator

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Sergeant Major

Re: Details about Plan & Go system revealed[message #267026] Wed, 17 November 2010 13:50 Go to previous messageGo to next message
Megabit is currently offline Megabit

 
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The "HASTA" should have asked one more question:
"Have you any idea what you are doing?" :gaga:

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Private 1st Class
Re: Details about Plan & Go system revealed[message #267027] Wed, 17 November 2010 14:34 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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@ Fozzie like Marcus opening fire from behind? urgs

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Re: Details about Plan & Go system revealed[message #267039] Wed, 17 November 2010 17:55 Go to previous messageGo to next message
Geist is currently offline Geist

 
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Hi guys, this is my first post, I registered me few weeks ago, but I've been reading the Pit's forum since years. My poor english is due to the belonging to a minority ethnic of the world and I beg your pardon for that.
I have played games with RTWP (Baldur's gate, Ufo Aftermath, ecc) and I found them lacking of deep tactic.
My question to BitComposer would be: "I will suppose that you won't dumb the game to a childish level or to the tactical deep of FPS, but you make a real JA2 remake.
How can you suppose a player will manage a situation where his twelve or more mercs, spreaded all along the map, or divided in two or more groups starting at different corner of the map are facing more than twenty enemies divided in different groups? He will have to activate the pause every little events? Or he should be able to watch all the events happening all over the map simultaneously, activating the pause when he thinks is right?
Anyway, how you suppose to let the player the feeling of controlling the situation?"
But what I really think is that they are not able to make a good turn-based game, so i found futile to post it on their forum.

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Private
Re: Details about Plan & Go system revealed[message #267042] Wed, 17 November 2010 19:47 Go to previous messageGo to next message
Peal is currently offline Peal

 
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New answered questions:

bitComposer_Games
Hi all,

Please find the answers on the questions of 7h30n as far as it's possible to date.

1. Will the system allow for combat without pausing at all or will it be like a system in most recent similiar game: Frozen Synapse?
In theory it might be possible to win encounters without pausing but to use the full depth of the system you will have to use the command mode which pauses the game.
Reloaded is not supposed to be a RTS or Action oriented game. The core of the game is centered around tactical decision making without time pressure.

2. If there is no Fog of War how will we know that our merc has spotted an enemy and vice verse?
Roughly about the same way as in the original JA2: The merc will notify you via Voice Over and we might also add other pointers when necessary, e.g. something like the numbers on the merc

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Master Sergeant
Re: Details about Plan & Go system revealed[message #267049] Wed, 17 November 2010 20:52 Go to previous messageGo to next message
7h30n is currently offline 7h30n

 
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Well... It seems we are getting new addition to RTT. Honestly that is good, because it's been a long time since Commandos 3, and Helldorado didn't achieve much succes, maybe bitComposer can pull it off.

Unfortunately, why didn't they just make a new IP Sad

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Re: Details about Plan & Go system revealed[message #267055] Wed, 17 November 2010 22:08 Go to previous messageGo to next message
lockie is currently offline lockie

 
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Sounds to me as if they are backtracking at a helluvva rate , probably due to their forum being assaulted by manic tbs'ers... good listening BitC . :clap:

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Captain

Re: Details about Plan & Go system revealed[message #267057] Wed, 17 November 2010 23:21 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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It just seems to me they have a very sketchy view of what the hell the end product will look like.

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Captain
Re: Details about Plan & Go system revealed[message #267058] Wed, 17 November 2010 23:50 Go to previous messageGo to next message
Megabit is currently offline Megabit

 
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Shanga
It just seems to me they have a very sketchy view of what the hell the end product will look like.


:exactly:

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Re: Details about Plan & Go system revealed[message #267062] Thu, 18 November 2010 01:03 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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man, i just hope they

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First Sergeant
Re: Details about Plan & Go system revealed[message #267067] Thu, 18 November 2010 09:31 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
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I don't know whether any of you play Pen&Paper and/or know DSA (TDA for non-Germans). But in the rulebook for clerics there's a "typical quote" of the clerics of the goddess Tsa (goddess of life and change): "Great, that works! So let's try doing it differently..."

Guess we figured out the preferred religious orientation of the bitComposer staff...

Oh, and as I see, friendly fire is in - so we should expect playing with all-loner squads. If one expects to play it at all.
I don't, actually.

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Re: Details about Plan & Go system revealed[message #267068] Thu, 18 November 2010 10:57 Go to previous messageGo to next message
7h30n is currently offline 7h30n

 
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Well, I know DSA from Drakensang. The game is excellent, far better than Dragon Age. It has that feel being an RPG only pen & paper adaptations do.

I really wonder how will JA2: Reloaded look like. From what they say it has options like a Commandos game but it has options of a classic turn-based JA but in real-time. I don't see how will this work...

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Re: Details about Plan & Go system revealed[message #267069] Thu, 18 November 2010 11:25 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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DSA is brilliant

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Re: Details about Plan & Go system revealed[message #267074] Thu, 18 November 2010 16:06 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
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Well after reading this im not quite sure what to expect from the system.
The thing that baffles me is, when you want to move away from TBS and go to quasi-RTS with pause why not use the smart pause system(SPM) Brigade 7,62 had? I felt this to be the perfect alternative to TBS from a strategic point of view.
You could specify a lot of instances which would make the game auto-pause, just hit pause yourself and set a chain of like 20 actions for each MERC if you wanted so. Also everything was calculated in real time seconds/milliseconds which made it very realistic.

Dunno what to except...

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Master Sergeant
Re: Details about Plan & Go system revealed[message #267076] Thu, 18 November 2010 18:55 Go to previous messageGo to next message
Geist is currently offline Geist

 
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Hazmat
Well after reading this im not quite sure what to expect from the system.
The thing that baffles me is, when you want to move away from TBS and go to quasi-RTS with pause why not use the smart pause system(SPM) Brigade 7,62 had? I felt this to be the perfect alternative to TBS from a strategic point of view.
You could specify a lot of instances which would make the game auto-pause, just hit pause yourself and set a chain of like 20 actions for each MERC if you wanted so. Also everything was calculated in real time seconds/milliseconds which made it very realistic.


I've never played at 7.62 (only wandering in the first location of the game, without any battle), so I don't know how the system fits to the crowded battles. How many mercs you can have in team? How many team you can have simultaneously?
I think that managing more than three mercs against more than five enemies at the same time, spread all along the map is very difficult and relies to reflexes more than to one's tactical abilities.

Regard to the latest answer of BitComposer, my opinion is that they will do what is obviously to be done. Don't think they are listening us.

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Private
Re: Details about Plan & Go system revealed[message #267077] Thu, 18 November 2010 20:19 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Well they vastly underestimated the community it seems. And their reaction to the response they got was very much similar to this new gremlin i've found:

:shower:

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Captain
Re: Details about Plan & Go system revealed[message #267084] Thu, 18 November 2010 22:14 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
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Quote:
I've never played at 7.62 (only wandering in the first location of the game, without any battle), so I don't know how the system fits to the crowded battles. How many mercs you can have in team? How many team you can have simultaneously?
I think that managing more than three mercs against more than five enemies at the same time, spread all along the map is very difficult and relies to reflexes more than to one's tactical abilities.


Well it depends on what you consider crowded^^

If your machine got some decent RAM this system handles battles with 60 enemys, a bunch of civis and your team rather well.
But in 7,62 you can only have one team, dunno if it is by choice or engine limitation.
The standart slots fit 6 MERCS but modders have activated 2 more slots already, again im not sure were the limit lies.

But you also pointed at its weak spot.
A lot of people complained that they cant manage six guys at the same time, more or less.
Thats why a lot of people choose to play with smaller groups like 3-4 mercs.
But i say those guys didnt used the tactical features of the system enough.

Example:
You enter a random djungle map.
While paused you survey the map, no FOW but also no infos about the enemy.
You issue movement orders to each of your guys, or set some to aim and cover.
Un-pause.
Your guys do their thing and lets say someone spots an enemy.
Game goes auto pause and you can issue orders again, make order chains(go there, aim gun, shoot guy, move again, etc.) or flip the fuck out.
Its important to set the pause triggers right(like enemy defeated, grenade thrown, contact lost, taking fire, injured, etc.) then the whole things is pretty smooth.
I fail to see the over complexity in it.

Hands down, as bugged and soulless as 7,62 was the smart pause system was brilliant and i have never seen something compareable in other squad-tactic games.
If they really want to abandon TBS this is the way to go, IMHO.

cheers

[Updated on: Thu, 18 November 2010 22:29] by Moderator

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Master Sergeant
Re: Details about Plan & Go system revealed[message #267086] Thu, 18 November 2010 22:23 Go to previous messageGo to next message
CptMoore

 
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7.62 offers the best tactical gameplay of modern times. The game isn't that great itself because lots of the feeling of ja gets lost, mostly because mercs have no character and most of the stats of the mercs are not improvable (3 out of 8 stats can be made better, the rest only via cheatcodes).

Any indication of the plan and go system seems to be exactly that.. a 7.62 system. Now 7.62 was very choppy and the camera had problems, if they fix that, they already are ahead in the gameplay departement.

Now they just have to implement the existing ja3 style, improve the stats system from ja3 (maybe even classes like we have now), and this could very well replace all attempts for a modern ja.

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Sergeant 1st Class
Re: Details about Plan & Go system revealed[message #267231] Mon, 22 November 2010 10:26 Go to previous messageGo to next message
1Samildanach

 
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Logisteric
that sounds to me, as they want to make some kind of automated bots of our mercs ...

... and that does not make any sense at all

The way I'm reading it, they're aiming for quite the opposite:

"Third Question: Can I set the option that, when the mercenary is sighted, he automatically seeks cover?

No. We want the player to feel personally responsible for the tactical decisions throughout the game, and this is why we want to avoid mercenaries automatically behaving in a certain way. We have not designed it such that the player sends a mercenary somewhere and he then behaves appropriately in that situation, we want him to decide for himself to take cover, open fire, etc."

Shanga
It just seems to me they have a very sketchy view of what the hell the end product will look like.

Well, if they're still in the early-ish stages, that's understandable and forgiveable. Presumably they started with "JA2 + updated engine", then decided they'd have to do "JA2 + updated engine + updated gameplay" (definitely to be expected, even desired), and are now trying to figure out exactly which elements need to be updated/changed and what they need to be changed to.

[Updated on: Mon, 22 November 2010 10:26] by Moderator

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Corporal
Re: Details about Plan & Go system revealed[message #267273] Tue, 23 November 2010 09:49 Go to previous messageGo to next message
Megabit is currently offline Megabit

 
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Thing is that they changed their "plan" after lot of JA2 fans told them that there is not much logic in it, like someone brilliantly said:"How does the night combat work without line of sight?".
:venus:
Now they made a lot of contradictory statements and everything is too early for them but still they are sure they can make better system than turn-based.

TB isn't perfect, but it is the best we got for this type of game.
To make the system better then TB, in my opinion, someone has to be a genius :professor:
or at least has to have an idea in the start. :thinkerg:

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Private 1st Class
Re: Details about Plan & Go system revealed[message #267279] Tue, 23 November 2010 10:24 Go to previous messageGo to next message
Geist is currently offline Geist

 
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Hazmat

But you also pointed at its weak spot.
A lot of people complained that they cant manage six guys at the same time, more or less.
Thats why a lot of people choose to play with smaller groups like 3-4 mercs.
But i say those guys didnt used the tactical features of the system enough.

Example:
You enter a random djungle map.
While paused you survey the map, no FOW but also no infos about the enemy.
You issue movement orders to each of your guys, or set some to aim and cover.
Un-pause.
Your guys do their thing and lets say someone spots an enemy.
Game goes auto pause and you can issue orders again, make order chains(go there, aim gun, shoot guy, move again, etc.) or flip the fuck out.
Its important to set the pause triggers right(like enemy defeated, grenade thrown, contact lost, taking fire, injured, etc.) then the whole things is pretty smooth.
I fail to see the over complexity in it.


I admit the fact the only games with RTWP system I had played are Ufo Aftermath, Baldur's Gate I & II and, long time ago, Darklands.
I never played at 7.62 seriously (due to a old laptop that I am gone to change soon).
But my impression of RTWP games is that is very easy to miss something. I've the idea that when I unpause the game I lost control on it. Click unpause and pray Razz
You say "set a chain of orders", but I found it not very useful, because I am used to set a new order only when I've saw the result of the last one.

Last, but not least, maybe I am wrong, but in TB you can always watch what is happen, in RTWP, if your men are spread along the battlefield, you have to set zoom in a way details are tiny.

Maybe this is OT, but when 6 men defeat 60 enemies, you are facing something not very realistic, no matter if the system is TB or RTWP.

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Re: Details about Plan & Go system revealed[message #267283] Tue, 23 November 2010 12:12 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
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I played Aftermath, Afterlight etc. *a lot*, the planning part is not that useful in the sense of planning much, much ahead. You mostly just walk around in real time, just like JA2, and the game pauses automatically when something interesting happens (can be set in options, there are very many options, a whole page full).

The "benefit" of real time with pause (RTWP) is *not* the planning ability, where you can "memorize" a set of actions in a "buffer".

The benefit of RTWP - in my very humble opinion (which is irrelevant, ask my wife) - is that actions of the player and the enemy happen simultaneously.

In an extreme example of turn based (TB) *all* of the player's actors (soldiers) may spend all their action points (APs) before the enemy gets a chance to react. In JA2 it is possible to utilize this (cheating in a sense) to deprive the enemy AI from *ever* being able to hit you (assuming you have enough soldiers with enough APs).

For example night heli drop. Night has limited visibility. Player uses night vision gear to have a vision range advantage (possible in 1.13, not so much in Vanilla). AI can only "target" what they can see. You kill all enemies around you every round, you never get hurt (as long as you have APs to spend and get interrupts). Enemies who come into the player's vision range get eliminated (through interrupt), *no* enemies on the map can *ever* target you.

There are other example, many of them, with doors, corners etc.

In RTWP the enemy will eventually be able to react to you shooting them, albeit there may be an additional delay as they need to recover from bullet impact (assuming you are using a faster gun than they do). From my experience this is more "realistic" (this is a game, not a simulation) in the sense that the game mechanics cannot be "abused".

[Updated on: Tue, 23 November 2010 12:15] by Moderator

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Sergeant Major

Re: Details about Plan & Go system revealed[message #267287] Tue, 23 November 2010 13:24 Go to previous messageGo to next message
Geist is currently offline Geist

 
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Dieter
I
The "benefit" of real time with pause (RTWP) is *not* the planning ability, where you can "memorize" a set of actions in a "buffer".

The benefit of RTWP - in my very humble opinion (which is irrelevant, ask my wife) - is that actions of the player and the enemy happen simultaneously.

In an extreme example of turn based (TB) *all* of the player's actors (soldiers) may spend all their action points (APs) before the enemy gets a chance to react. In JA2 it is possible to utilize this (cheating in a sense) to deprive the enemy AI from *ever* being able to hit you (assuming you have enough soldiers with enough APs).

For example night heli drop. Night has limited visibility. Player uses night vision gear to have a vision range advantage (possible in 1.13, not so much in Vanilla). AI can only "target" what they can see. You kill all enemies around you every round, you never get hurt (as long as you have APs to spend and get interrupts). Enemies who come into the player's vision range get eliminated (through interrupt), *no* enemies on the map can *ever* target you.


That is the exact point by which classifying TB is more realistic than RTWP. The only way to 6 men to defeat 60 enemies is kill them before they saw the first ones.
The OK Corral style is not very realistic, if you want not to be wounded you must not be shot. And a 7.62 in your arm usually not cause you a light wound.

Dieter
There are other example, many of them, with doors, corners etc.

In RTWP the enemy will eventually be able to react to you shooting them, albeit there may be an additional delay as they need to recover from bullet impact (assuming you are using a faster gun than they do). From my experience this is more "realistic" (this is a game, not a simulation) in the sense that the game mechanics cannot be "abused".



I know as you know (according to our wifes our opinions are all meaningless :oops: ) that TB got two problems:
1) idiot AI;
2) possibility of cheating using the limit's of TB itself.
The second one, abusing of some mechanics of the game, is the worst. But you can work on this problems without saying is a question of realism.

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Private
Re: Details about Plan & Go system revealed[message #267296] Tue, 23 November 2010 17:47 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
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I wouldn't blame this "exploit" on TB as a concept. In this case it's more that the original designers decided to give the player some advantage over the AI in terms of interrupts. If it wasn't for the unbalanced chance of getting an interrupt, this "trick" would work for the AI as well, and even better, since there sure are a lot more of them. And imagine what it would be like in the later game on higher difficulties of 1.13, when sectors tend to be swarmed with blackshirts wielding DSR-1s, Gepards, AIWs and Ermas. If someone would "tell" them, that they can actually lie down and shoot far beyond their own range of sight, delightfully popping heads as long as another teammate spots the enemy, the scale might tip quite the other way.

As a note on RTWP:
Chaining commands in paused mode to be processed consecutively once the time is "back on" really seems paradox to me. That actually was one of the things that bugged me the most about Fallout 3's V.A.T.S. system. It was not a good alternative to TB. They included AP - and made them pretty obsolete, since spending them had no "real" impact whatsoever because you could just switch back to shooter-mode and keep firing. There was no element of tactics in how you spend those APs, since their removal as a game mechanic was always just the press of a button away. So it really was just an excuse to show off the slow-mo kills. The system just made no sense. You spent all your "APs" aiming shots at different body parts of the enemies, let the time roll, and just watch every shot fired after the first miss, because the critter had moved between shots, preferably behind cover or right in your face. Since attacking and inventory-actions were the only possible actions, using V.A.T.S. in the end just made you a sitting duck during the whole sequence, so as long as the enemies weren't moving as well, you got rushed pretty often, even by single creeps. It was just like the game was urging you to play it as a shooter by showing you how ridiculous the supposed "alternative" was (but there had to be an alternative at least "on paper" for PR-reasons to lure in the old-school fans).
So I really fear JA2 Reloaded is going to suffer from the same symptoms as Fallout 3 in terms of forcing an original TB-concept on a real-time frame.

Oh, and for all those who are arguing that RTwP worked well enough for the Infinity engine games:
please don't forget that those actually worked with turns in the "background". Every character still had X attacks "per turn" and initiative would decide who struck first. Remember your character just standing there for a few seconds before releasing the next arrow from his/her bow? That's because he/she had to wait until the start of the next turn. It was not really "simultaneous", they just translated each turn to a fixed amount of seconds and after all you could set the games to auto-pause at the end of each turn.
So while incorporating some real time, it still remained pretty manageable and kept tactical elements viable. But genuine real time will just make a mess, is my opinion.

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Staff Sergeant
Re: Details about Plan & Go system revealed[message #267299] Tue, 23 November 2010 18:36 Go to previous messageGo to next message
Geist is currently offline Geist

 
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Registered:October 2010
Fozzie
I wouldn't blame this "exploit" on TB as a concept. In this case it's more that the original designers decided to give the player some advantage over the AI in terms of interrupts. If it wasn't for the unbalanced chance of getting an interrupt, this "trick" would work for the AI as well, and even better, since there sure are a lot more of them. And imagine what it would be like in the later game on higher difficulties of 1.13, when sectors tend to be swarmed with blackshirts wielding DSR-1s, Gepards, AIWs and Ermas. If someone would "tell" them, that they can actually lie down and shoot far beyond their own range of sight, delightfully popping heads as long as another teammate spots the enemy, the scale might tip quite the other way.


I agree with you. In fact my expectation is for a reasonable game more than for a realistic game.
Examples of reasonable behaviour from AI are enemies tend not to stand to close each other (and call for a HE grenade), or to take cover if their mate is killed by a sniper, and so on.
But if you want realism prepare yourself to lose the battles where the odds are against you (e.g. your men are less than enemies).

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Private
Re: Details about Plan & Go system revealed[message #267353] Wed, 24 November 2010 16:20 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
After a bit of pressure, they finally answers Baconblitz questions

bitComposer_Games

Hi Baconblitz,

please find below the answers on your questions.

1. Since Plan and Go in other games relies on more stealth kill techniques to avoid being overpowered by numerous enemies, does having Plan and Go obviate the need for having a trainable militia (a huge part of JA2 gameplay) since being able to see LOS cones or sneaking around won't matter if a militia is bum rushing tangos?

The system we have in mind does not rely more on stealth kill techniques. It just implements some of the features that other similar games introduced for stealth like sight cones and as a result may make using a stealthy approach more attractive for new players. Otherwise stealth simply is an option the player has.

Therefore stealth also doesn

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Master Sergeant
Re: Details about Plan & Go system revealed[message #267355] Wed, 24 November 2010 17:17 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Reads as if it will resemble Hired Guns imo .

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Captain

Re: Details about Plan & Go system revealed[message #267357] Wed, 24 November 2010 17:47 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
to me it sounds like its gone be ja2 meets brigade e5 or 7.62 high caliber. hmmm

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Master Sergeant
Re: Details about Plan & Go system revealed[message #267358] Wed, 24 November 2010 17:54 Go to previous messageGo to next message
Geist is currently offline Geist

 
Messages:13
Registered:October 2010
Shadow21
to me it sounds like its gone be ja2 meets brigade e5 or 7.62 high caliber. hmmm


Yes, you got the point. The question is: why E5 or 7.62 failed to have the same success of JA2?
A question of absence of the same deep in RPG, of sense of humor, of the non linear approach, of the micro managing of mercs, or a question of too many bugs OR a question of the different combat system?
If the answer is the third we have hope for the failure of the BitComposer in this task.
Or we can hope in a modable game that allows a TB mod.

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Private
Re: Details about Plan & Go system revealed[message #267363] Wed, 24 November 2010 18:31 Go to previous messageGo to previous message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
actually i enjoyed the combat system in 7.62 quite a bit for me it fell short in those other mentioned aspects and lets not forget it was teh awsomest GUNPORN Very Happy.
if bitcomposer manages to create a system that reaches if not surpasses the depth of 7.62's combat system it might work out in the end. we will see eventually.

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Master Sergeant
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