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]
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Wed, 17 November 2010 04:02
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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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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Re: Details about Plan & Go system revealed[message #267039]
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Wed, 17 November 2010 17:55
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Geist |
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Messages:13
Registered:October 2010 |
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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
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Re: Details about Plan & Go system revealed[message #267084]
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Thu, 18 November 2010 22:14
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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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 Report message to a moderator
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Master Sergeant
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Re: Details about Plan & Go system revealed[message #267086]
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Thu, 18 November 2010 22:23
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CptMoore |
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Messages:224
Registered:March 2009 |
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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
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Re: Details about Plan & Go system revealed[message #267231]
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Mon, 22 November 2010 10:26
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1Samildanach |
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Messages:56
Registered:February 2009 Location: Southern hemisphere |
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Logistericthat 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."
ShangaIt 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 Report message to a moderator
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Corporal
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Re: Details about Plan & Go system revealed[message #267279]
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Tue, 23 November 2010 10:24
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Geist |
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Messages:13
Registered:October 2010 |
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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
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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Private
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Re: Details about Plan & Go system revealed[message #267283]
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Tue, 23 November 2010 12:12
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usrbid |
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Messages:1506
Registered:December 2008 |
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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 Report message to a moderator
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Re: Details about Plan & Go system revealed[message #267287]
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Tue, 23 November 2010 13:24
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Geist |
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Messages:13
Registered:October 2010 |
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DieterI
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.
DieterThere 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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Re: Details about Plan & Go system revealed[message #267296]
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Tue, 23 November 2010 17:47
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Fozzie |
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Messages:183
Registered:April 2010 Location: Germany |
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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
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Re: Details about Plan & Go system revealed[message #267299]
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Tue, 23 November 2010 18:36
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Geist |
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Messages:13
Registered:October 2010 |
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FozzieI 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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