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Re: Community Wishlist for JA:F[message #325345] Wed, 18 September 2013 12:35 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Yeah I know all that about chars and soul of JA2... that B movie style, mercs like they came from Expendables and shit. And yes, it's great. But that is only one side of the coin.

Three best ever PC games 4 me:
JA2 (no need to say anything Wink )
FALLOUT 1 & 2 (really! what a world, concept, dialogs, varieties of all sorts...)
SWKotOR 1 & 2 (definitely the only game, as least that I met, where U can come to new location and talk for hours with anybody about everything... sit down, relax, enjoy the view, and talk about everything... and U GOT 2 LOVE HK-47, the best gaming char ever. Plus I just love SW world).


But JA2 has something, something that "ruined" all turn-based strategy/tactical games for me... the complexity of combat and combat mechanics. No game is good enough!
And those stuff I wrote in previous posts.



@ Depri
Thanks, didn't know that... 'cause "but a fail can never push them over to the next level" that was obvious (for me).

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Sergeant
Re: Community Wishlist for JA:F[message #325348] Wed, 18 September 2013 14:19 Go to previous messageGo to next message
Hyrax is currently offline Hyrax

 
Messages:17
Registered:May 2013
Location: Harjumaa
I mean personally I like the no CTH and no EXP bars, but the part that got me shaking my head was that guns should have two bars - the maintenance bar and overall status. That sounds unnecessary for me and I don't feel it is missing or a problem in the game.

I'd rather approach from the problem side rather than let's do some cool stuff. Point out a problem and try to balance it.

For example:
For me in JA2 vanilla there were firefights that were too short or did not have enough bullets flying compared to JA. In JA it was possible to flank the enemy or change positions to improve the firefight and every shot did not hit.

Possible solutions (Not serious, just as an example) -
Increase the range of the firefight.
Make the cover more bullet hungry (JA bushes and shrubs love to eat bullets)
Balance MRK importance (in JA2 it felt like under 80 was a useless soldier who couldn't hit anything while the enemy always hit you and in JA under 65 seemed bad)
etc.




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Private
Re: Community Wishlist for JA:F[message #325351] Wed, 18 September 2013 14:48 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Hyrax
I
I'd rather approach from the problem side rather than let's do some cool stuff. Point out a problem and try to balance it.

For example:
For me in JA2 vanilla there were firefights that were too short or did not have enough bullets flying compared to JA. In JA it was possible to flank the enemy or change positions to improve the firefight and every shot did not hit.



Never had that "problem" in vanilla. Just the other day started it with only Reaper, went all the way to Drassen. Although enemies miss all that "tactical cover usage" that exists in 1.13 AI is actually better - most of the time they go prone (although out at the open - and always disliked that); and they were constantly shooting at me and U could clearly see that they don't mind "effective range" and accuracy, that they rather fired a few shots with low accuracy just to try to "suppress" me and hoping that at least one bullet will hit me (much better ten AI that we have now, except cover - hate that out at the open shit).


Don't know... my suggestion is to make AI in that way that they mostly seek cover but in that way that they save few APs, just enough for make a small burst with which they try to suppress mercs.
And I would lower APs (or increase AP cost for actions). So the combat would seem more "real time" (simultaneously), and U would think wisely what to do. And if U find yourself too open you'll either run for cover or make burst fire (on few carefully planed single shots) hopping for suppression effect and that U'll hit somebody (same will go for AI).
Temporary working on that in my 1.13, will see how it goes.

And definitely make enemies "overcome" that "effective range" stat, so that they don't care too much about that but more on cover and suppression and hitting the target "to save his head" (so to speak). (they do that in vanilla - sorta)


And Wildfire terrain, with all that grass and all, is good way of making combat complicated.

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Sergeant
Re: Community Wishlist for JA:F[message #325353] Wed, 18 September 2013 14:56 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Or to make some option where u can increase/lower AP cost - slide with 10 by 10%, to max of 50% increase/decrease.

So anybody can try how they feel like...

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Sergeant
Re: Community Wishlist for JA:F[message #325489] Sat, 21 September 2013 04:55 Go to previous messageGo to next message
Akodo Deathseeker is currently offline Akodo Deathseeker

 
Messages:104
Registered:March 2001
Location: St Paul, MN
Mauser

Body armor is different though, because once damaged and penetrated, most body armor becomes useless or at least significantly less protective. And all body armors deteoriate over time, depending on usage and climate. And the fewest of them can actually be mended and fixed up again, but always have to be discarded and replaced.
A punctured steel plate insert cannot be reforged, a shattered ceramic plate cannot be glued back together, a penetrated Kevlar fabric cannot really be stitched back together and regain its full strength.


Every time body armor gets hit, it should deteriorate. That deterioration should be permanent.

The question is, should armor value drop a little each time the armor deteriorates, or should it drop in stages, or should it give full protection until it finally hits junk status where it gives none.

I personally think dropping it's effectiveness in stages rather than in direct correlation to deterioration is best.

One thing that must also be kept in consideration when doing armor is how the system lines up with the health system. Just like armor doesn't really get to be shot at and be just fine after 'repair time' so to you can't get shot and then be fully fine in a few days after medical care.

If armor deteriorates too fast and too easily compared to health you can develop a system where it's better for the merc to leave his best armor off except for really hard fights because health is easier to recover than armor. That is wrong. In other games I've played health has been so easy to recover that ammo is more important. I'll risk exposing myself to sniper fire to determine where the sniper is, because getting shot 3-4 times is a less of a loss than 1 grenade is, which is wrong.

Quote:
I rather see this as a dual-value system.
You have one status value for general cleanliness and maintennance, which deteriorates with different speeds depending on gun type, climate and usage.
This one can always be raised from 0% to 100% by simple maintennance and repairs.

The second value represents a permanent wear&tear status, which cannot be fixed by normal means and drops permanently alongside the first value through usage and received damage. And it drops the faster, the lower the first value gets, raising the risk for catastrophical failure alongside. It could also be enhanced by additional status marks, ranging from broken to perfect, according to a certain % treshold. Once its status drops below that treshold, it permanently changes status and according denomination. Expert repairs may be able to improve the overall status to the upper maximum value for the current treshold, but not above, except maybe by using spare parts to replace key components. Maybe even a Fallout New Vegas like repair system would be thinkable, where you can scavenge parts from items of the same type to repair one more effectively?


I can see a dual system. Obviously no amount of cleaning is going to off-set an item being caught in a grenade blast. I think you could do a dual system with an excellent-good-fair-poor-junk system is applied to EVERYTHING.

I think two different bars on every item (like health and mana!) may be too much.

For consumables, a bar showing how much is left in the canteen or first aid kit is good. For guns I'd have a bar to show how in need of maintenance the item is.

For most other things I'd tag the Excellent-good-fair-poor-junk to show when an item's effectiveness is lowered (and signal that it is time to repair it, if it is an item that can be repaired)


Quote:
The key to this system is: the better you take care of your equipment, the slower it will deteoriate through usage.
You may be able to fix a broken or heavily worn gun up well enough to function again, but you will never be able to make it work as good as new. Wear and tear should have a permanent component with limited repairability, in order to make ruggedness, reliability and quality a much more important tactical factor for equipment choice.

Prime example: M-16 vs. AK47. A well maintanied and pristine M-16 may be more ergonomic and accurate than the AK, but the AK will take a lot more punishment and neglect, almost never fail and be much less affected by the environment, whilst the M-16 will greatly suffer from less than optimal conditions and be generally much more maintenance-heavy to field.

We are talking of a scenario and timeframe, where the most available guns will be Vietnam-era stuff and older, with only very few significantly more modern models and higher quality components.

Also, this permanent wear system will force the player to change equipment more frequently, instead of allowing him to acquire it once and use it for the rest of the game, as long as he only has the repair ability. Thus also allowing for another factor to balance out the ingame economy and item progression

Both values influence reliability and accuracy. Because even a relatively well maintained but worn out gun will always be less reliable and accurate than a brand new one, but a badly maintained new gun may become just as unreliable and inaccurate than a well maintained worn gun, until it is properly taken care of.


I am still skeptical of this.

I don't agree with some fundamental underlying assumptions.

Items wear out, agreed.

ALL items can go from being in good functional order to bad functional order through direct damage such as being caught in a grenade blast.

Some items are going to degrade through normal usage, such things as batteries wearing out, or boots coming apart.

However, a lot of gear is designed so that with proper maintenance it will last forever. In wars it doesn't go to junk status because it gets used to much but because there isn't the time or opportunity to give it proper maintenance.

For example, binoculars. They aren't going to drop in quality because you look through them all the time, they are going to drop in quality because they are being carried around in the wet jungle. Ye, in some small way every time your hand grasps them to put them up to your eyes tiny amounts of finish and metal flake off, but this is so small as to be inconsequential. A wood chopping axe gets dull and needs to be sharpened. Yes, sharpening removes a tiny bit of metal from the axe blade and eventually can be sharpened to nothing, but in reality lumberjacks who use an axe every day for long hours would go YEARS before totally wearing out the head.

Firearms are the same. Yes, in theory, the barrel gets a little wear with every shot. However it's like the axe head wearing away, the amount of usage to cause enough wear that it would have an impact on combat performance would be astronomical.

Some items should be the exact opposite of consumables, with proper maintenance (and as long as they don't get directly damaged by being caught in a grenade blast or being accidentally dropped out of a helicopter) they will last effectively forever. Binoculars, axe blades, guns, radios (but not their batteries) and similar items would fall in this category.

[Updated on: Sat, 21 September 2013 05:01] by Moderator

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Sergeant
Re: Community Wishlist for JA:F[message #325490] Sat, 21 September 2013 05:35 Go to previous messageGo to next message
Akodo Deathseeker is currently offline Akodo Deathseeker

 
Messages:104
Registered:March 2001
Location: St Paul, MN
Shanga
There's a shitload of games out there that are a more realistic shoot'em up simulator than JA2. What made JA2 great is the fact that it blended the RPG flavours the team had from previous work (Wizardry) with a military combat sim.

This is where a sequel to JA2 fails or makes good. It's the fine line between casual players who take the game for a isometric pew pew and those who know the game by heart from thousands of hours of gameplay.

In short, a JA game needs to be an adventure story about some very particular (read "weird") characters that go and blow shit up in style. It's where BIA failed to deliver. I can't tell you of a single battle where one of my mercs did or said something worth remembering. On the opposite - I'll never forget the day I stumbled upon the Hicks and Ira got married in vanilla JA2. Or the first boxing match in San Mona. Or the day Mike showed up in Balime and the squad's reaction.

Yes, it's about guns. Yes, it's about cover mechanics and CTH. But if the squad is just a collection of plastic soldiers, you failed to make Jagged Alliance.


There is a flip side to that. There are a lot of games that have a great storyline or RPG element. If all you have is a great story with colorful characters, you don't have JA.

By it's very nature, JA is only JA because it is very strong in BOTH sides, and they support each-other.

As far as story elements, that's a bit harder for a community to get involved in.

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Sergeant
Re: Community Wishlist for JA:F[message #325491] Sat, 21 September 2013 06:26 Go to previous messageGo to next message
Akodo Deathseeker is currently offline Akodo Deathseeker

 
Messages:104
Registered:March 2001
Location: St Paul, MN
I see a lot of discussions on Range Stats for weapons, and discussing Max range, Effective range, etc. Here's my take on it, and it will eventually get back to JA.

Range

You see terms like maximum range and effective range on a lot of guns.

This is all basically meaningless because of all the variables that go into what determines it and what everyone means by it, which is constantly changing.

Maximum True Range for all guns is so big as to have no relevance to anything except for the idea of 'don't shoot guns in the air'. The lowly 22LR bullet can fly 1.5 miles. A more potent rifle can easily sling it's bullet 2 miles.

So what is 'effective range?' and what about things like how much energy the bullet looses traveling that far?

Well, a 30-06 bullet has basically the same energy at 1000 yards as most SMGs are delivering at the muzzle. Still, I'd not peg a 30-06 rifle with a 1000 yard 'effective range'

There's also the concept of mechanical accuracy. Basically this is 'hand a rifle to a robot who can shoot repeatedly with zero variability, so any changes on where the bullet hits are going to be 100% gun' This is generally measured in what is called Minute of Angle (MOA) which allows distance to be ignored. Basically, 1 minute of angle is roughly 1 inch at 100 yards, 2 inches at 200 yards, 6 inches at 600 etc. What is expressed by a gun that has MOA of X, is that 3 shots fired would fall into a circle whose diameter is equal to the MOA value. So a 1 MOA gun is expected to put all 3 shots in a 1 inch diameter circle at 100 yards and a 6 inch diameter circle at 600 yards.

Most guns have a mechanical accuracy of 2 or 3 MOA. Even with very crappy 5 MOA accuracy that still means shots are going to be hitting in a 15 inch diameter circle at 300 yards.

Few people can shoot better than a 'crappy' 5 MOA target. The 'kill' circle on the targets the US military uses for it's marksmanship test is 16 cm (6 inches) at 100 yards and 48CM (19 inches) on it's 300 yard target. It's generally these targets at 100 yards and beyond that give soldiers trouble. Roughly 20% of soldiers score "Expert" which is hitting 90% of the targets.

Raw mechanical accuracy really isn't much of a hinderance either.

However, the ability of a human to tap that mechanical accuracy and harness that giant range is a challenge.

Take a look at this, the sight from a 1903 springfield rifle

Part Name Range Used
a Top "U" Notch 2850 yards
b "U" Notch 1400 to 2750 yards
c Battle Sight Notch 400 to 530 yards
d Bottom Sight Notch 100 to 2450 yards
e Peep Sight 100 to 2350 yards
f Windage Scale Eleven per side (each marking equals 4 minute of angle at 100 yards)


Can the human eye even SEE a person standing at 2850 yards?

In almost all cases of 'how far away can this gun shoot effectively' it is the human who is the weak link.

Now, there are some features that can either help or hinder a human. Being able to aim is one of them. Take that 1903 springfield rifle above and cut off the rear and front sight. The mechanical accuracy is unchanged, the maximum range is unchanged, the power of the round as it flies down-range is unchanged, but the ability of the human to hit things with that gun are now drastically changed.

Having sights were the front and rear are far apart is a big help, having well designed sights that are crisp, sharp, and easy to use is a big help. Having a fixed solid shoulder stock allows the shooter to hold the gun more steadily, a flimsy folding stock is much better than no stock, a crisp trigger break helps, a trigger that takes lot of effort to pull will hurt the shooter's chance to hit, etc, etc.

RANGE should be a quick shorthand of at what range a reasonably skilled shooter should stand a pretty good chance of hitting a target.

For JA2 this should be a number you see somewhere on the gun's stat page.

Closer is always better, but this is relative. A handgun may have a RANGE value of 25 yards. A target at 20 yards is going to be easier to shoot with that handgun...but a target at 50 yards being shot at with a rifle that has a range of 100 yards is easier still.

Because of how far the bullet can go there should never be a point where the game says 'you cannot shoot'. Also, being slightly beyond what the listed range is shouldn't give a HUGE drop in likelihood of hitting, but it should give some...and as you step further and further away, that penalty should really begin to stack up.

[Updated on: Thu, 30 January 2014 16:26] by Moderator

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Sergeant
Re: Community Wishlist for JA:F[message #325494] Sat, 21 September 2013 08:21 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
@Akodo

psst... U are going to far into reality, they don't like that here. Watch your back or the death will seek U Razz ROFL

[Updated on: Sat, 21 September 2013 08:23] by Moderator

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Sergeant
Re: Community Wishlist for JA:F[message #325504] Sat, 21 September 2013 14:43 Go to previous messageGo to next message
Hyrax is currently offline Hyrax

 
Messages:17
Registered:May 2013
Location: Harjumaa
Well in ideal I would prefer a two way system. If the enemy is certain squares away you can aim at the legs, body, head and unarmored part of the body. If the target is further away then it becomes a target you shoot at, but because you can't see to aim at the body it will be just targeting the enemy. If you have a sight on which allows longer viewing distance, your sight is increased and you can make aimed shots further away. This would allow to target enemies in the smoke without aimed shots and also may add the part where you see a person, but it is too far away to determine if it is friend or foe (could be complicated to implement).

I agree with Akodo, guns should have effective range, but rather make it less marginal - meaning the power will decrease and the chance to hit decreases.

About the body armor I agree that is should be permanently damaged. I would also like to add that I would like to see much fewer number or body armor than in JA2. Something maybe by enemy levels:
recruit: no armor. local militia - no armor and later on flak jacket and helmet. Soldier - basic armor, later on kevlar. Elite soldier - full armor. I would see that you would face local militia the most and soldiers.

And I also agree that 2 levels of item status is over the top.


But all this discussion in this forum mode seems kind of chaotic, I would propose that JA:F would install in their webpage a similar system to GOG - the community wishlist. Short description of the idea or functionality, people get to vote for it or vote not important. And also comment next to the vote if they want to add why feel this way.

Right now it seems that largely people agree on things (realism is good, but let's not over do it or under do it), but the little details get too much attention where they shouldn't and that is where there are a lot of opinions.

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Private
Re: Community Wishlist for JA:F[message #325517] Sun, 22 September 2013 01:58 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
Akodo I love the passion you put in your post. Keep it up man!

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Master Sergeant
Re: Community Wishlist for JA:F[message #327642] Tue, 05 November 2013 17:32 Go to previous messageGo to next message
nimpibly is currently offline nimpibly

 
Messages:5
Registered:April 2003
Location: Canada
I have one wish and one wish alone, please don't suck, my heart would break with another disappointment.

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Private
Re: Community Wishlist for JA:F[message #330196] Thu, 30 January 2014 11:52 Go to previous messageGo to next message
Mike is currently offline Mike

 
Messages:40
Registered:January 2000
Location: USA
It's probably been said, but 41 pages is a lot to browse through...

But I'd like to see as many of the original voice actors as possible return.

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Corporal
Re: Community Wishlist for JA:F[message #330202] Thu, 30 January 2014 16:27 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
@Akodo

Quote:
http://www.surplusrifle.com/1903/graphics/l/rearsight3.jpg


The pic above is behind a user/pass login. If you want to show us something, re-upload the picture to a public site (imgur for example).

[Updated on: Thu, 30 January 2014 16:27] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #331770] Wed, 16 April 2014 06:31 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
I wanna see bullet holes (two if there's over penetration) and bleeding on clothes. Gotta patch those holes up or you'll be wearing all red, ruining your camo!

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Sergeant Major
Re: Community Wishlist for JA:F[message #331885] Wed, 23 April 2014 23:47 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
One more hope is that the JAF crew watch a flick called Used Cars. Great characters.

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Sergeant Major
Re: Community Wishlist for JA:F[message #332000] Tue, 29 April 2014 23:13 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
http://s1.directupload.net/images/140429/quksi6u8.png

A picture is worth a thousand words Wink

This has only been suggested here once, I believe. I wonder why?

A simple critical hit/injury system like in the Fallout games would add to roleplaying, pseudo-realism and tactical depth in equal parts while being rather easy to implement. The penalties could (easy) disappear over time with medics/doctors speeding up the process, or (moderate) only be removable through professional treatment, perhaps (hard) only in hospitals.

I would like to see something like this in JA:FB. In general, any input from the Fallout series can only serve to improve the experience =D

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Sergeant
Re: Community Wishlist for JA:F[message #332674] Fri, 16 May 2014 01:39 Go to previous messageGo to next message
Omega is currently offline Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England
Would be great to see all the same things that made JA2 such an amazing game, that with an updated engine that is easier for people to mod and for our beloved JA1.13 mod team to get their teeth into.

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Corporal
Re: Community Wishlist for JA:F[message #332675] Fri, 16 May 2014 02:37 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
rummtata



A picture is worth a thousand words Wink

This has only been suggested here once, I believe. I wonder why?

A simple critical hit/injury system like in the Fallout games would add to roleplaying, pseudo-realism and tactical depth in equal parts while being rather easy to implement. The penalties could (easy) disappear over time with medics/doctors speeding up the process, or (moderate) only be removable through professional treatment, perhaps (hard) only in hospitals.

I would like to see something like this in JA:FB. In general, any input from the Fallout series can only serve to improve the experience =D


i agree wholeheartedly. maybe visualize when such a penalty has been achieved on an enemy by displaying an icon over his head or via floating text.

[Updated on: Fri, 16 May 2014 02:38] by Moderator

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Master Sergeant
Re: Community Wishlist for JA:F[message #332676] Fri, 16 May 2014 10:28 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
An "advanced" mode (Hot Coffee mode? Very Happy) would be really, really, nice. More, tougher enemies. Loooonger weapon ranges ranges, more emphasis on cover. 100 APs and the ability to zoom out more. You know, the 1.13 treatment.
The Chuck Norris roundhouse kick is pretty much mandatory too, yes?

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Sergeant Major
Re: Community Wishlist for JA:F[message #332804] Mon, 19 May 2014 04:56 Go to previous messageGo to next message
Drglord is currently offline Drglord

 
Messages:15
Registered:May 2013
Probably already covered but if there isn't enough gun variety like 1.13 (I get tears in my eyes on Arulco Folding Stock) but it really would suck. Or at least be able the modders to make them as 1.13 did. No point in switching to a game with little variety.

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Private
Re: Community Wishlist for JA:F[message #332808] Mon, 19 May 2014 07:57 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Probably there won't for balance reasons and making game enjoyable for more people. Also considering game's time setting is 90's, it will lack many popular weapons like P90, SCAR, ACR. But devs also promised game would be easily moddable so i don't think it will be a problem.

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First Sergeant
Re: Community Wishlist for JA:F[message #332824] Mon, 19 May 2014 12:41 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
There is really no reason to spend dev time on making 2000 weapons for JA:F. Consider stock JA2 and how many weapons that had. Plus JA:F global map, having too many weapons would make it hard to sync progress and loot tables.

On the other hand they're busy externalizing hard coded stuff. To quote Lund:

Quote:
OK - just spend an hour to remove and rework the hardcoded UnitID. Will try to do the same for Items and Weapons. That enables you to do additions and not only changes. Part of next update


Posted 2 days ago. In SEA version they added a few new weapons already (in alpha all we had as M16). Here's the full JSON file:

{
  "Items": {
    "defaultActionClass": "JAFWeapon",
        
    "ItemObjects": [
    {
      "Id": "M16",
      "Name": "EM16",
      "Icon": "M16.png",
      "Type": "Weapon",
      "EquipmentClass": "Hands",
      "SlotsCount": 1,
      "Weight": 10,
            
      "AP": 10,
      "BurstFire" : 1,
      "AutoFire" : 1,
      "EffectiveRange": 5,
      "MuzzleVelocity": 5,
      "BaseAccuracy": 90,
      "Mobility": 25,
      "Damage": 60,
      "DamageFalloff" : 15 
    },
    {
      "Id": "AK47",
      "Name": "JK-47",
      "Icon": "AK47.png",
      "Type": "Weapon",
      "EquipmentClass": "Hands",
      "SlotsCount": 1,
      "Weight": 10,
            
      "AP": 10,
      "BurstFire" : 1,
      "AutoFire" : 1,
      "EffectiveRange": 5,
      "MuzzleVelocity": 15,
      "BaseAccuracy": 80,
      "Mobility": 25,
      "Damage": 75,
      "DamageFalloff" : 5 
    },
    {
      "Id": "SUG",
      "Name": "Strey AUG",
      "Icon": "SteyrAug.png",
      "Type": "Weapon",
      "EquipmentClass": "Hands",
      "SlotsCount": 1,
      "Weight": 10,
            
      "AP": 10,
      "BurstFire" : 1,
      "AutoFire" : 1,
      "EffectiveRange": 7,
      "MuzzleVelocity": 10,
      "BaseAccuracy": 92,
      "Mobility": 25,
      "Damage": 65,
      "DamageFalloff" : 10
    },
    {
      "Id": "SVD",
      "Name": "ZVD Bragonuv",
      "Icon": "SVD.png",
      "Type": "Weapon",
      "EquipmentClass": "Hands",
      "SlotsCount": 1,
      "Weight": 10,
            
      "AP": 14,
      "EffectiveRange": 10,
      "MuzzleVelocity": 20,
      "BaseAccuracy": 98,
      "Mobility": 4,
      "Damage": 80,
      "DamageFalloff" : 15
    },
    {
      "Id": "SKS",
      "Name": "SCS",
      "Icon": "SKS.png",
      "Type": "Weapon",
      "EquipmentClass": "Hands",
      "SlotsCount": 1,
      "Weight": 10,
            
      "AP": 10,
      "EffectiveRange": 10,
      "MuzzleVelocity": 8,
      "BaseAccuracy": 90,
      "Mobility": 5,
      "Damage": 78,
      "DamageFalloff" : 5
    },
    {
      "Id": "M1_Garand",
      "Name": "N1 Dagrand",
      "Icon": "Garand.png",
      "Type": "Weapon",
      "EquipmentClass": "Hands",
      "SlotsCount": 1,
      "Weight": 10,
            
      "AP": 10,
      "EffectiveRange": 20,
      "MuzzleVelocity": 8,
      "BaseAccuracy": 100,
      "Mobility": 5,
      "Damage": 70,
      "DamageFalloff" : 25
    },
    ]
  }
}

[Updated on: Mon, 19 May 2014 12:43] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #332827] Mon, 19 May 2014 13:18 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
http://www.ja-galaxy-forum.com/board/gallery/80/full/415.jpg

See if you can guess which weapon is what.

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Captain
Re: Community Wishlist for JA:F[message #332828] Mon, 19 May 2014 13:26 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
my guess would be

1 ak47
2 steyr aug
3 sks
4 m1 garand
5 m16
6 dragunov

what do i win Razz

[Updated on: Mon, 19 May 2014 13:26] by Moderator

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Master Sergeant
Re: Community Wishlist for JA:F[message #332829] Mon, 19 May 2014 13:30 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Shadow21
my guess would be

1 ak47
2 steyr aug
3 sks
4 m1 garand
5 m16
6 dragunov

what do i win Razz


http://www.ja-galaxy-forum.com/board/gallery/80/medium/416.jpg

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Captain
Re: Community Wishlist for JA:F[message #332835] Mon, 19 May 2014 14:19 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
I am very pleased with the way the visuals have turned out. Looks like a near perfect balance between detail and clarity. The weapons don't stand out against the somewhat cartoonish characters, yet they can be identified. Nice :clap:

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Sergeant
Re: Community Wishlist for JA:F[message #332847] Mon, 19 May 2014 20:11 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
Shanga
Shadow21
my guess would be

1 ak47
2 steyr aug
3 sks
4 m1 garand
5 m16
6 dragunov

what do i win Razz


http://www.ja-galaxy-forum.com/board/gallery/80/medium/416.jpg


ooh nice Very Happy

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Master Sergeant
Re: Community Wishlist for JA:F[message #332870] Tue, 20 May 2014 13:35 Go to previous messageGo to next message
Karnov is currently offline Karnov

 
Messages:10
Registered:May 2014
Location: Tyne & Wear
Shanga
Yes, it's about guns. Yes, it's about cover mechanics and CTH. But if the squad is just a collection of plastic soldiers, you failed to make Jagged Alliance.


Old post I know but I cant agree more.

I am a big fan of Brigade E5 and 7.62mm, buggy and clunky they may be but with the user made patches and the Blue Sun mod they play pretty well, but what they lack is personality.

Although the blue sun mod does add some rather dodgy humor (Mr Sister quests lol) and a lot more personality the game still lacks that essential soul which Jagged Alliance has always had.

Gun and maps can be modded tweaked and made but the core personalty (or lack of) of a game is a lot harder to retrofix, something that BIA showed in spades.

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Private
Re: Community Wishlist for JA:F[message #332895] Tue, 20 May 2014 18:26 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Happy Birthday ol' bear ! :happybear:

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Captain

Re: Community Wishlist for JA:F[message #332896] Tue, 20 May 2014 18:39 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Yeah, happy B-day. Hope the cake ain't a fake.

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Sergeant Major
Re: Community Wishlist for JA:F[message #332912] Tue, 20 May 2014 22:58 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
An edible Dragunov mebbe ? :laugh:

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Captain

Re: Community Wishlist for JA:F[message #332915] Wed, 21 May 2014 00:07 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
lol, i made my own present:

http://www.ja-galaxy-forum.com/board/gallery/80/full/421.jpg

thx folks

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Captain
Re: Community Wishlist for JA:F[message #332949] Wed, 21 May 2014 22:21 Go to previous messageGo to next message
Drglord is currently offline Drglord

 
Messages:15
Registered:May 2013
okay checked the alpha version of the game i am really happy i never trusted a penny on these guys. I never really expected anything at all from that company but if a 20 years old game is 10 times better even in vanilla then stop trying to make one. I know it's alpha version but dearrrr godddd. The horrorrr.... Most complicated game this company ever made is space hulk so i am wondering how people expect them to make anything at all? JABIA is better and that is saying alot. But i know i know it is only ALPHA. Keep telling that and you might even believe it :
The horror. Oh well another run of 1.13 for me.

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Private
Re: Community Wishlist for JA:F[message #332950] Wed, 21 May 2014 22:29 Go to previous messageGo to next message
Drglord is currently offline Drglord

 
Messages:15
Registered:May 2013
Also i had quite the laugh running from the requests in this forum. Asking for the features that ja2 had should be enough. I doubt half of them will be implemented anyway. Asking for more? heheh

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Private
Re: Community Wishlist for JA:F[message #332951] Wed, 21 May 2014 22:56 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Asking for requests is one thing. Having a game made on Unity, JA2 theme and even 1/2 externalised would save years of headches on making JA2 moddable or with updated graphics. It's either have someone do it for you (Full Control) or investing your own money into the engine. So what you would you rather have done? Payed $1500 for a Unity engine or $30 for JA:F?

As a modder I am quite happy with how the game is developing. But then again, I kinda see more to this than eye candy.

Also consider this: this game has a 350k budget and a tight deadline. Sir-tech invested almost 10x times that into JA2 and took their sweet time with with the sequel (JA2UB). The goal here can't be to reproduce everything JA2 has but to open the game up so those features can easily be modded in.


  • It took months to make the first mercenary editor for JA2. It takes exactly 5 seconds to edit a merc in JA:F.
  • It took months to make a SLF unpacker. Since it's Unity all you need is Google and look for Unity assets unpacker.
  • It took Sir-tech year to release an (almost) working map editor. JA:F had it from week two of Alpha.

I can continue if you want. But dissing JA:F just because you saw some videos of the alpha is just like me thinking you want to troll instead of actually saying something constructive. Did you at least made an effort to watch the latest stream of JA:F EA? Obviously not. So allow me to not give a squat on your highly misinformed, outdated and non-informative opinion.

[Updated on: Wed, 21 May 2014 23:17] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #332967] Thu, 22 May 2014 03:57 Go to previous messageGo to next message
Drglord is currently offline Drglord

 
Messages:15
Registered:May 2013
Right whatever trolling about ja2 right you got me. My 2 cents i would pay 100 euro for a copy of 1.13 Arulco Folding Stock with better graphics and Engine and if you want i can pledge it to anyone if they can deliver. That is my point a half baked solution that will be 10% of 1.13 is useless. have you actually played the alpha have you seen Space hulk? A game so simple to make that you can actually code it in months (art and 3d model are different thing) alone you want to compare that with. hell i could even make you a space hulk 2d game in less than a month in visual basic or in VASSAL quite easier. Anyway good luck with your expections. When 1.13 arrives you mail me and i will pay you personally the 100 euro to buy it. That is how much i value it.

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Private
Re: Community Wishlist for JA:F[message #332971] Thu, 22 May 2014 09:00 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Right, asking the guy streaming alpha stuff if he played the alpha ... go and take your blind hate elsewhere.

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Captain

Re: Community Wishlist for JA:F[message #332973] Thu, 22 May 2014 09:47 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
Dragonlord
I never really expected anything at all from that company but if a 20 years old game is 10 times better even in vanilla then stop trying to make one.
Question, are you talking about JA2 1.12 or JA2 1.13? The first one is a 20 year old game (15 years old actually), while JA2 1.13 is a game with a development time of ~10 years.
So, are you complaining that JA:F isn't as good as JA2, or that a game that has been in development for about a year is worse than a game that has been in development for 10+ years?

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First Sergeant
Re: Community Wishlist for JA:F[message #332979] Thu, 22 May 2014 13:13 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
The only thing I can agree on is Space Hulk since that one is really simplistic and boring, but one has to take into consideration that it's a boardgame port and they just stuck to the original rules. I guess the boardgame would bore me as well ^^ Anyhow, Space Hulk is hardly a valid example for comparison.

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Sergeant
Re: Community Wishlist for JA:F[message #332983] Thu, 22 May 2014 14:17 Go to previous messageGo to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That one's a losing proposition anyway. You stick accurately to the board game and people will complain that you wasted opportunities and didn't add to it. You make changes and people (and there's a considerable overlap in those two groups) will complain that you weren't faithful to the source material and ruined it.

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Captain

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