Home » BIT COMPOSER GAMES » Jagged Alliance: Back in Action (by Coreplay) » Played Back in Action, preview online
Re: Played Back in Action, preview online[message #296316]
|
Thu, 05 January 2012 19:26
|
|
Koda |
|
Messages:40
Registered:December 2011 |
|
|
The fixed position for explosives is required due to precalculated lighting - yes I know, it's discussable if lighting may affect gameplay. We did have discussions about this. If you destroy a wall, you must either provide a new lightmap for the surroundings or you just ignore the lighting issues. You can ignore them when you limit the spots where a wall can be destroyed, as you place them at places that make sense tactically and visually. There are other reasons, too. Obviously balancing of a map is easier, and there's another thing: If you allow destruction of a wall everywhere, a table or some other obstacle (which you cannot see yet!) right behind the wall may block your way. You can't just blast away the obstacle, as we don't have the resources to support fully destructable environment. Additionally, for these obstacles again precalculated lighting comes into play. These are just a few reasons why we went this way. We really didn't just think "ah let's just go the easy way".
Climbing a roof - I don't actually know the reason for this, I guess it might have been both animation requirements and balancing. Snipers are quite powerful in the preview build, so having access to all roofs definitly would hit balancing. However, quite many roofs have ladders, often more than one, so you're not THAT limited.
Regarding grenades: together with PnG you can do interesting things. Let's say you have 2 mercs A and B. A has grenades. Now, if A just went around the corner and tried to throw a grenade, he might be hit and die before he could throw. Instead, let the enemies shortly see merc B, who then hides again. The enemies will first be distracted by B, try to shoot him or whatever, while in the meantime A can throw the grenade and hide again. This is easily doable with PnG. It also applies to a lot of different situations, like a room with 2 windows. Distract enemy, probably take a snapshot and hide, while at the other window the other merc silently moves into position.
So it's not like there is just downgrading. You really need to see how it works, and the existing videos of previews etc don't really show PnG being used in a good way.
Report message to a moderator
|
Corporal
|
|
|
|
Re: Played Back in Action, preview online[message #296324]
|
Thu, 05 January 2012 21:00
|
|
Swaller |
|
Messages:19
Registered:February 2011 |
|
|
KodaHi there,
I'm one of the developers at Coreplay and just wanted to clarify 1 and 2:
1. All the assignments add XP. Are you sure you didn't just miss it? E.g. after lockpicking a door your merc should definitly be rewarded XP (if lockpicking is successful)
2. You can shoot further away than the length of the FOV if you target the enemy manually. However, the further away, the less damage you deal if you hit. Of course, the chance to actually hit also depends on the distance. The FOV for your own mercs is mainly used in the guard mode (and it's only shown in pause mode when guard mode is active) and for triggering a pause when a new enemy is being seen (if you enabled this). In guard mode, mercs automatically fire on enemies in FOV. This has obvious advantages, but manually targeting is more effective (aim at head). In guard mode and with high perception values (= large distance FOV) you run the risk of alerting the enemy unnecessarily by firing, so use it with care.
Hi, good to have you post.
1. I stand corrected. (And yes, despite almost 60 hours into the game, I have not noticed that happen)
2. Yup, that's what I meant. You can fire long distances but with FOV I meant that you can't shoot at stuff on the other side of a wall. A clearer way of saying it would have been "you can shoot at anything that isn't obstructed" (which can also be bumps in the terrain which is a cool feature).
Report message to a moderator
|
Private
|
|
|
|
|
Re: Played Back in Action, preview online[message #296356]
|
Fri, 06 January 2012 12:19
|
|
R@S |
|
Messages:134
Registered:July 2004 Location: Sweden |
|
|
Thanks Swaller for opening this thread and getting the communication with the devs going, and Koda for taking time away from playing the game and working hard(or hardly working?) to answer our questions.
I have kept an open mind about BiA through many disappointing revelations(no FoW, no IMP, and most important to me, no modding support), since what I am most interested in a game is tactical depth. After playing most of the tactical RTwP and TB games available I think this is what will make or break this game.
So I have a few Q's I hope can be answered without breaking any rules.
Is this game 3D or 4D? What I mean is how will the engine handle a situation when your merc and an enemy sees each other at the same time. Will the fourth dimension(time) be used to determine which of them fires the first shot. Will a pistol shoot before an AR, and an AR before a sniper rifle. If this is the case, how advanced will this calculation be? Will character stats or stance, weapon weight or attachments, snap-shot or aimed shot play a part in this?
Scopes and sights will be available, but how about lasers and tactical lights? Since you're using an engine that uses precalculated lighting I assume the TL, if included, wont show a cone of light in dark conditions.
Will I be able to play the game on a computer without an internet connection?
Finally a rant about my pet peeve, no modding support. A small Russian company called Apeiron released their Brigade E5 without any mod support, and realized quickly that it was a big mistake. They tried to correct that by releasing an ad hoc mod kit, but since it wasn't included from the start of development it turned out almost useless. Sure, you could add a few new weapons and characters, but that was about it. When they released the sequel, 7.62, they made sure the mod kit included parts of the source code so that modders could create new missions and other interesting things.
The lesson here is that a game in this genre wont have a big market unless there is a reason to come back and play the game again, and again. And if there's no new content when that happens, chances are the game will stay on the shelf collecting dust, or worse, never get bought. Going back to my own experience with 7.62, which had very low sales numbers the first year, but since I and others has constantly put our love and time into improving the game, I suspect the long term sales has improved because of it.
Anyways, have a good one
EDIT: I read somewhere that the number of weapons in JA:BiA will equal the numbers in JA2 vanilla, maybe even a few more. But I can't find where I read it so take it with a pinch of salt.
[Updated on: Fri, 06 January 2012 12:27] by Moderator Report message to a moderator
|
Sergeant
|
|
|
Re: Played Back in Action, preview online[message #296359]
|
Fri, 06 January 2012 13:31
|
|
Koda |
|
Messages:40
Registered:December 2011 |
|
|
R@S
Is this game 3D or 4D? What I mean is how will the engine handle a situation when your merc and an enemy sees each other at the same time. Will the fourth dimension(time) be used to determine which of them fires the first shot. Will a pistol shoot before an AR, and an AR before a sniper rifle. If this is the case, how advanced will this calculation be? Will character stats or stance, weapon weight or attachments, snap-shot or aimed shot play a part in this?
It's definitely 4D. I know for sure it depends on the stance/aiming and the weapon type. I think character stats also influence it, but cannot check right now. We had a discussion whether distance should affect it (so that snipers are not too effective), but I'm not sure whether that is in the build right now.
R@S
Scopes and sights will be available, but how about lasers and tactical lights? Since you're using an engine that uses precalculated lighting I assume the TL, if included, wont show a cone of light in dark conditions.
I cannot answer whether there will be lasers or tactical lights, the preview build has none. If we had them, they'd probably either just ignore shadows visually (not logically) or use some kind of inverse stencil "shadow" system.
R@S
Will I be able to play the game on a computer without an internet connection?
I don't know of any comment from BC that'd suggest otherwise. After associating the game with your steam account there should be no IC required anymore if you put steam in offline mode. Again, nothing official.
R@S
Finally a rant about my pet peeve, no modding support. A small Russian company called Apeiron released their Brigade E5 without any mod support, and realized quickly that it was a big mistake. They tried to correct that by releasing an ad hoc mod kit, but since it wasn't included from the start of development it turned out almost useless. Sure, you could add a few new weapons and characters, but that was about it. When they released the sequel, 7.62, they made sure the mod kit included parts of the source code so that modders could create new missions and other interesting things.
The lesson here is that a game in this genre wont have a big market unless there is a reason to come back and play the game again, and again. And if there's no new content when that happens, chances are the game will stay on the shelf collecting dust, or worse, never get bought. Going back to my own experience with 7.62, which had very low sales numbers the first year, but since I and others has constantly put our love and time into improving the game, I suspect the long term sales has improved because of it.
I personally agree, having been very active in the modding community of several other games before I joined the games industry. I don't know whether this will change in future, but I hope so.
Report message to a moderator
|
Corporal
|
|
|
|
|
Re: Played Back in Action, preview online[message #296416]
|
Sat, 07 January 2012 20:14
|
|
R@S |
|
Messages:134
Registered:July 2004 Location: Sweden |
|
|
I might get a bit too nosy in my following Q's, so if any of you have signed an NDA just ignore me. Some of the Q's might have been explained in one of the many previews and I have missed it, but it would be nice to get an answer from someone sitting in front of the game right now(lucky bastard ).
How can you check out your weapon more closely, is there some sort of database where you can see weapon stats and 3d model or is the 3d model only used when a merc holds it in his hands?
How about the quality of said weapon models, how high polygon count would be "normal" for the coreplay game engine?
Does a weapon get dirty and worn after it's been used? Do they overheat and jam? If so, how does the repair system actually work?
Are there several types of ammo for each caliber, like FMJ, HP and AP? Will there be AP rounds for small caliber weapons too(9x18, 9x19, .40S&W and such)? There are some pretty cool new types of small caliber rounds from the Belgian company VBR. IMVHO, having small arms AP ammo adds a lot of tactical options later in the game, but balancing it can be a bit tricky.
How does the looting work? Does it all show on the ground inventory after a battle and you can pick the goodies you want? Does it stay on the ground or does it disappear after a while? Is there a personal storage space where you can collect and admire your trophies(aka gunpr0n )
That's it for now, winter is coming)))
Report message to a moderator
|
Sergeant
|
|
|
3 poor choices, but hopefully still redeemable...[message #296426]
|
Sun, 08 January 2012 07:56
|
|
Kyle |
|
Messages:41
Registered:December 2008 |
|
|
Koda,
When R@S says
Quote:And let me know if you need any help convincing the marketing department how important mods and an active community are for these type of games;)
I'd believe him 300%.
You should really check out his amazing work on the Blue Sun Mod for 7.62 (available here: BSM for 7.62 ). As much as I love JA2+1.13, the Blue Sun Mod provides the best squad-scale tactical combat I've ever played so far. To me, its main limitation is in not providing more buildings that can be occupied.
That said, I thought that I would forever be a "turn-based-only" player, but 7.62+BSM converted me.
Knowing that Back in Action has no fog of war, only 1 attachment per weapon, and no plans for being modifiable, has put me in a poor mood in regards to pulling out my wallet and purchasing the game. I've only ever purchased 3 games "brand new," and I was seriously considering doing so for BiA, but I'm now certainly going to hold off till I hear a good number of firsthand player accounts, and/or a free demo is released within a week of the game's release.
I don't ever wish ill feelings towards a title that's in development, and that's the same for BiA. But the three points that I made above are quite unfathomable to me from a developer's perspective.
The Bear Pit community have accomplished some truly amazing things, and I have no doubts that if the only change that was made before release was to allow for modding, these guys around here would be driving customers to the cash registers for years to come.
Report message to a moderator
|
Corporal
|
|
|
Re: Played Back in Action, preview online[message #296427]
|
Sun, 08 January 2012 11:42
|
|
Koda |
|
Messages:40
Registered:December 2011 |
|
|
R@S
How can you check out your weapon more closely, is there some sort of database where you can see weapon stats and 3d model or is the 3d model only used when a merc holds it in his hands?
The 3d model is currently only used in the world view. You can see stats of the weapon when hovering your mouse above it in the inventory or at shops.
R@S
How about the quality of said weapon models, how high polygon count would be "normal" for the coreplay game engine?
I don't know the polygon count right now, but as it is only used in the world view and you cannot zoom in that close, it's probably not that high. Regarding the engine: Can't talk about our engine in particular, but nowadays most engines are usually fillrate or pixel shader limited. Depending on certain features, CPU may also be a bottleneck. E.g. if you're creating stencil shadows on CPU, the poly count of the meshes casting the shadows does matter, while for normal rendering poly count is not that limiting anymore. That's why you usually use a special low-poly version of the model for casting the shadow (you usually already need a special version because it needs to be a closed volume).
R@S
Does a weapon get dirty and worn after it's been used? Do they overheat and jam? If so, how does the repair system actually work?
Yes a weapon takes damage by usage. The more damaged, the easier it does jam. There are several items that can be used to repair weapons. Your merc needs skills in order to repair.
R@S
How does the looting work? Does it all show on the ground inventory after a battle and you can pick the goodies you want? Does it stay on the ground or does it disappear after a while?
When enemy soldiers die, they drop some of their inventory on the ground. Once it's safe, you can go there and loot. I don't know whether it disappears after a while - but I've been able to loot quite a lot of stuff after moving out of the map and coming back a few maps later.
Report message to a moderator
|
Corporal
|
|
|
Re: 3 poor choices, but hopefully still redeemable...[message #296428]
|
Sun, 08 January 2012 11:57
|
|
Koda |
|
Messages:40
Registered:December 2011 |
|
|
Kyle
Knowing that Back in Action has no fog of war, only 1 attachment per weapon, and no plans for being modifiable, has put me in a poor mood in regards to pulling out my wallet and purchasing the game. I've only ever purchased 3 games "brand new," and I was seriously considering doing so for BiA, but I'm now certainly going to hold off till I hear a good number of firsthand player accounts, and/or a free demo is released within a week of the game's release.
While I understand your skepticism regarding fog of war and no modding support, I don't really understand why 1 attachment per weapon is such a big discussion point. This is a detail that depends a lot on the surrounding game. This 1 attachment slot may influence the game as much as 4 attachment slots in other games, simply because it might be more powerful or because it actually enforces the player to specialize instead of just grabbing everything and putting it on the weapon. From a design view, 1 attachment slot may be beneficial compared to 4 attachment slots. It really depends on the game, and it's something you can't decide on without playing the game. Not always more is better.
Kyle
The Bear Pit community have accomplished some truly amazing things, and I have no doubts that if the only change that was made before release was to allow for modding, these guys around here would be driving customers to the cash registers for years to come.
I do believe that. However, don't forget that providing official mod support for a game is not something that comes for free. There might be license issues (certain software that may be required for full modding is probably only licensed for use at the studio, for example). Also, you definitly need to put in a lot of manhours to provide good mod support. That having been said, I'm still sad that no modding support seems to be planned currently. However, I'm quite sure that people will be able to open and edit at least the basic files after a while of investigation. If I remember well, I've read at the official forums that BC does not intend to stop modding approaches, but please check that yourself.
Report message to a moderator
|
Corporal
|
|
|
|
Re: 3 poor choices, but hopefully still redeemable...[message #296430]
|
Sun, 08 January 2012 13:21
|
|
lockie |
|
Messages:3721
Registered:February 2006 Location: Scotland |
|
|
How much different is this release from that other Kalypso game Hired Guns , cause , going by the trailer and other comments I have read here ... not much !
Hired Guns wasn't a bad title , but having bought it I really only played for a short length of time , maybe a couple of weeks tops , and had no desire to return , whereas , I've been playing JA2 for many years .
Why is this , do you think Koda ?
I only say this to make you and your employers aware of game/brand loyalty and do not want to see ever weaker franchises appearing , as in the UFO/Aftermath series , which were awful .
Report message to a moderator
|
|
|
|
Re: Played Back in Action, preview online[message #296431]
|
Sun, 08 January 2012 17:15
|
|
R@S |
|
Messages:134
Registered:July 2004 Location: Sweden |
|
|
KodaI don't know the polygon count right now, but as it is only used in the world view and you cannot zoom in that close, it's probably not that high. Regarding the engine: Can't talk about our engine in particular, but nowadays most engines are usually fillrate or pixel shader limited. Depending on certain features, CPU may also be a bottleneck. E.g. if you're creating stencil shadows on CPU, the poly count of the meshes casting the shadows does matter, while for normal rendering poly count is not that limiting anymore. That's why you usually use a special low-poly version of the model for casting the shadow (you usually already need a special version because it needs to be a closed volume).
Even if I don't really understand what you said, I appreciate that you said it. Well, I understood some of it, and think you actually touched the kernel of what is wrong with the game engine I'm modding. If I had your skills and knowledge, and the parts of the source code needed, 7.62 would have lost it's reputation as a buggy game.
KodaI don't really understand why 1 attachment per weapon is such a big discussion point. This is a detail that depends a lot on the surrounding game. This 1 attachment slot may influence the game as much as 4 attachment slots in other games, simply because it might be more powerful or because it actually enforces the player to specialize instead of just grabbing everything and putting it on the weapon. From a design view, 1 attachment slot may be beneficial compared to 4 attachment slots. It really depends on the game, and it's something you can't decide on without playing the game. Not always more is better.
I see your point, and I agree that in some cases it's good to let the player face some hard choices. But I also imagine that players will not adhere to this and start lugging around a variety of attachments in their bag, then attaching the appropriate sight depending on the situation. I for one am not very fond of those kind of small repetitive actions, but that might just be me. But as you said, I will have to play the game before I can say if 1 attachment slot is a good thing or bad. And I already have a few ideas about how to circumvent this, which brings me to my next point, adding new content.
KodaHowever, don't forget that providing official mod support for a game is not something that comes for free. There might be license issues (certain software that may be required for full modding is probably only licensed for use at the studio, for example). Also, you definitly need to put in a lot of manhours to provide good mod support. That having been said, I'm still sad that no modding support seems to be planned currently. However, I'm quite sure that people will be able to open and edit at least the basic files after a while of investigation. If I remember well, I've read at the official forums that BC does not intend to stop modding approaches, but please check that yourself.
I have used NifScope and OGFViewer, both excellent tools when dealing with exporting and importing new game models. But such programs might cost a lot to develop, so maybe a cheaper alternative, like a plug-in for one of the many 3d software available. That might save a few bucks and be a low enough investment for your company. And I think it will be an investment that pays itself in the long run.
Which brings me to my final point, the fate of Hired Guns. Like lockie, I really liked the game. I found that the way they had improved the TB combat(even though the interrupt system never worked), fitted me much better than vanilla JA2. And the support we got from Sean and Eric over at Matrix games is one of the best experiences I ever had as a consumer.
But like lockie, I can't motivate myself to play the game again, there's nothing new there. Sure, I played Reinforce's and Foraven's mods, but they only re-activated content already there, and there will prolly never be any more new stuff added. So in the end, it collects dust on my shelf, and if anyone asks me if it's a game worth buying, even if it breaks my heart I would have to say no.
EDIT: I realized that I should clarify my statement about the plug-in I mentioned above. If it was only an exporter where you could create models in the game format, not import game format models, wouldn't the license be a little cheaper?
[Updated on: Mon, 09 January 2012 11:41] by Moderator Report message to a moderator
|
Sergeant
|
|
|
|
|
|
Re: 3 poor choices, but hopefully still redeemable...[message #296630]
|
Fri, 13 January 2012 09:46
|
|
Koda |
|
Messages:40
Registered:December 2011 |
|
|
Well, I can't compare it to Hired Guns myself as I haven't played that game. However, I know our game designers played all of the originals and clones.
As much as I love a game being replayable, it seems the online forum(!) community often seems to mistake their continued affection to a game with commercial success. This is sadly not true. Most people pay once and that's it. The publisher (even less the developer) can't live from that, as there usually are really just a few sales after some time even if the game is "alive" for ten years (and these sales are for cheap money) due to mods. As modders, you can completely ignore the masses and make the game exactly as you want it to be - which is usually NOT what the majority of gamers want (and I do not talk of "casuals"). We however, as sad as it is, need to make sure it is pleasant to play the game for a large audience. Otherwise we've got to close and search for another job. Game business is not as fun as modding suggests. It's completely different.
Regarding mod support: It's not about any 3ds or maya plugins, the details are way more complicated and I cannot elaborate on this, sorry .
Report message to a moderator
|
Corporal
|
|
|
Re: 3 poor choices, but hopefully still redeemable...[message #296635]
|
Fri, 13 January 2012 13:05
|
|
Toneone |
|
Messages:376
Registered:October 2008 Location: Germany |
|
|
First, let me make a personal remark.
Im glad that more or less involved folks are posting here and are willing to discuss things.
Any hostility perceived in my posts is not personal per se.
Its aimed at the product and aimed at the people at the top making bonkers decisions.
So, lets go...
The difference in what a developer has to do for a game and what our community can do is obvious, at least it should be.
But the biggest problem of BIA is that everything about it is casual, while the developers try to say it isnt.
It becomes really evident when you consider that there is no fog of war.
In conjunction with the P&G system this decision is understandable, otherwise you could not use the P&G system to the extent that the devs would like you to.
Lets be frank about this i have no problem with the system as such, but i have a problem with centering the whole game around it.
I can understand when folks say that TB is too tedious for them, and several "you only want chess with guns you nerds" remarks have shown that.
But without the fog the games lacks any tension or surprise value what so ever, and theres is no tactical challenge.
None, dont try to deny it.
The beauty of JA is the tactical combat.
When i move my mercs about the map, i might encounter a small group of enemies and deal with em, or i might run into a bunch and get killed.
I might get into a prolonged firefight which i will win, or i will get flanked and a crafty soldier will appear in my back and throw a grenade.
I need spotters for my long range weapons, i need to make plans on the fly and i need to always adapt to a dynamic situation.
Even after ten years of playing this game i can never be sure that my tactics will work, or that the enemy will be where i expect them to be.
I could continue likes this for pages, but with BIA those things are gone.
Knowing at all times what the AI does and where it is makes the game as casual as it could be.
Seriously, i could get my granny infront of the PC and she would be able to "solve" the battles.
No skill or advanced tactics required.
While that is what the devs wanted in the pure sense, mainly accessabilty, it kills the majority of things i like about JA or squad based tactical games.
And what is the motivation for me to keep playing?
In a blunt sense every battle will be the same.
I take a look at the enemy positions, send my sniper to deal with the far guys there, my skirmishers deal with the building here and my troopers will clear the yard next to it.
I may have to make adjustments here and there, when the AI moves because i know about it and can intercept em.
Done and utterly boring.
Shiny 3d graphics and explosions will not keep me entertained to slog through this stupor.
In JA even a standard battle in a random country sector with a patrol is more challenging and interesting than anything in the picture BIA has painted so far.
It all just reeks of mediocrity and of a shallow product.
Thats a portion of my two cents, so to speak. I really dont want to flood the thread with a wall of text.
But lastly, whoever designed those portraits?
That person should get fired and laughed at, i could draw better faces with my dick.
regards
Report message to a moderator
|
Master Sergeant
|
|
|
|
|
Re: 3 poor choices, but hopefully still redeemable...[message #296651]
|
Sat, 14 January 2012 03:31
|
|
Koda |
|
Messages:40
Registered:December 2011 |
|
|
Hazmat
But lastly, whoever designed those portraits?
That person should get fired and laughed at, i could draw better faces with my dick.
This is not fair. He had to deal with a limited toolbox, as the requirements were:
a) Fully animated (mouth, eyes, eyebrows, whole head moving etc), without requiring more than one skeleton (afaik) -> limited head shape due to skeleton
b) most probably limited time/budget for this
c) fully attachable assets (glasses, helmets for example) -> this again limits your head shapes drastically!
d) limited coding resources as support
I doubt that you're able to fullfill these requirements as easily as you imagine. Btw, a lot of people also admire much of his work on other parts of the game.
Considering this I think the work is well done. The portraits don't look nice in stills, I agree. However I do not agree that they limit your identification with mercs. That's mainly due to their good response to game events and that you immediatly see any items you attach to their head. I personally would not have used any filter on the portraits in the hiring screen, this no doubt makes them ugly.
Regarding the other remarks: Really, wait for the game. Or, wait for... You can't judge the game without playing it!
[Updated on: Sat, 14 January 2012 03:33] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
|
Re: Played Back in Action, preview online[message #296713]
|
Sun, 15 January 2012 02:33
|
|
Hanokh1967 |
|
Messages:14
Registered:December 2007 Location: Outer Banks, NC USA |
|
|
modulateas someone who has played JA for so many many years and owns physical copies of EVERY JA ever released, regardless of how amazing or poorly this game is done/received, the fact that i will forever love JA, this game will have a sale from me and i only hope that more continue to be made!
You sir are the perfect customer for these folks--willing to blow $50 for a new box that says JA on it regardless of the quality of the contents. So, let me ask you this ... if this game is the steaming pile of crap that most people expect it to be, will you buy the sequel too just because it has JA in the title?
Report message to a moderator
|
Private
|
|
|
|
Re: Played Back in Action, preview online[message #296806]
|
Mon, 16 January 2012 16:18
|
|
Fozzie |
|
Messages:183
Registered:April 2010 Location: Germany |
|
|
According to the latest preview on gamersglobal.de several features of strategic gameplay will also be missing.
No more "off-battle assignments" like healing, training or repairing, all of that is done in tactical view (it's stated there that a decent medic can completely heal a nigh dead merc in about 20 seconds during combat).
Also, no more sector inventory or swapping items between mercs - and the inventory controls are reported as being a mess, as of now.
Militia are individual NPCs you have to actively recruit (e.g. speak to the actual guys with a merc on the map) and equip, militia cannot be controlled/moved in strategic view (or in any way at all).
Mercs aren't on a payroll any more, you'll basically purchase instead of hire them from A.I.M. which also is now the sole provider, M.E.R.C is off the menu as well.
Additionally, they mention something about the absence of in-game cutscenes but don't elaborate on what that means exactly.
Report message to a moderator
|
Staff Sergeant
|
|
|
|
|
|
|
|
Re: Played Back in Action, preview online[message #296814]
|
Mon, 16 January 2012 19:07
|
|
|
The more bitching = The more free publicity
Let's let it go.
Maybe, if we look at it as a different game, different universe, different game altogether than it might be an okay game?
Jagged Alliance it is not. Shame on them for tainting the name with inferiority.
Report message to a moderator
|
|
|
|
|
|
Goto Forum:
Current Time: Fri Apr 19 02:10:40 GMT+3 2024
Total time taken to generate the page: 0.02150 seconds
|