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Community Wishlist for JA:F[message #318369] Wed, 01 May 2013 18:25 Go to next message
Flugente

 
Messages:3525
Registered:April 2009
Location: Germany
Well then, perhaps the community should be more expletive in formulating its wishes?

A very detailed example then:
http://i40.tinypic.com/rs9apj.jpg
In JA2 classic, a gun could have up to 4 attachments, which were shown in 4 boxes right of the gun.
http://i42.tinypic.com/2nba8h3.jpg
Now in 1.13 there are more attachments possible, and they are neatly ordered around the gun on the description box. Okay, the info on the right side might be a bit excessive, but I hope you agree that the display on the left is wicked sick cool, compared to the old one.

Codewise, expanding from 4 to n is easy, and sorting the attachments is also easy, especially when you still have to design the system with this in mind. The entire thing should be very easy to code if you still have to do it from the ground anyway imho.

Now, I don't demand FC to code in exactly the same way, but: I expect
  • attachments should be added/removed from a gun in an easy way
  • many possible attachments should be possible. That doesn't require tons of items in the released game, but ways for modders to add new items, and define them - somehow - to be attachments
  • The current description box intuitively tells you where an attachment 'goes' (scopes on top, silencers on the front of the barrel, bipods under the barrel etc.), and its looks cooler than the old one. I hope for something at least as cool as this Smile
Prophecy: Note that the community will tear you to shreds if you only stick to the old 4 max attachments (don't even think about restricting it to 1 like bC did). Most JA2 players love to customise their equipment. That doesn't necessarily mean we want a wicked crafting system. But attachment variety is a must - and can easily achieved by giving the community the tools: code it so that there can be multiple attachments, and that modders can add items.


Re: Community Wishlist for JA:F[message #318371] Wed, 01 May 2013 18:40 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
totally agree!

going back to only 4 attachments is a no go.

maybe allow drag and drop to add attachments.

to me out of the box the game should have the following attachment nodes:

must haves:
  • muzzle for silencers, suppressors, bayonets, etc.
  • sight for scopes/optics of any kind or iron sights
  • underbarrel for grenade launchers, bipod, foregrips
  • rails(multiple possible) for flashlights, lasers (infrared for nightops)

    nice to have:
  • stock for exchanging fixed stocks/collapsible stocks
having those nodes the community can go crazy creating new attachments, so out of the box one or two per node should suffice.

[Updated on: Wed, 01 May 2013 18:41] by Moderator

Re: Community Wishlist for JA:F[message #318372] Wed, 01 May 2013 18:43 Go to previous messageGo to next message
Shanga

 
Messages:3494
Registered:January 2000
Location: Danubia
- Common image formats
- Common 3d model formats
- Commented code and a modding Wiki document.
- Externalized routines and scripts for major moddable components (weapons, items, NPCs/RPCs, quests, etc).
- Map/level/campaign editor

There are more but that's just off the top of my head.


Re: Community Wishlist for JA:F[message #318373] Wed, 01 May 2013 18:46 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
on the topic of immage format:
i like the way brigade e5 and 7.62 high caliber approached the weapon inventory image. instead of a static image they generated the image from the 3d model taking all the attachments into account.

this to me is the most efficient way of doing it since there is no need to create an image after creating the weapon model. so this should somewhat streamline the art creation process. and also make it easier for the fans to generate content.
Re: Community Wishlist for JA:F[message #318377] Wed, 01 May 2013 19:02 Go to previous messageGo to next message
Shanga

 
Messages:3494
Registered:January 2000
Location: Danubia
Shadow21
on the topic of immage format:
i like the way brigade e5 and 7.62 high caliber approached the weapon inventory image. instead of a static image they generated the image from the 3d model taking all the attachments into account.

this to me is the most efficient way of doing it since there is no need to create an image after creating the weapon model. so this should somewhat streamline the art creation process. and also make it easier for the fans to generate content.


Elaborate please, for those of us who didn't play e5. You mean the actual weapon equipped and the model shown on the interface were the same thing?


Re: Community Wishlist for JA:F[message #318379] Wed, 01 May 2013 19:13 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
Yes, customizing to preferred way of fighting is important to most players, so yes, there should be plenty of attachments and slots for it. Smile

And if there is going to be a shiny 3D engine with zoom and rotate camera and such, then, yes, equipment, guns, attachments etc. should be visible on ingame chars. I mean, BiA had this, Frontline Tactics has this, so shouldn't be rocket science to JA:F have this as well. Smile

But still, I personally find challenging maps and AI-opponents, open world game play but with a good story to find out, lot's of RPG elements more important than gunp0rn and such. YMMV.
Re: Community Wishlist for JA:F[message #318381] Wed, 01 May 2013 19:16 Go to previous messageGo to next message
Flugente

 
Messages:3525
Registered:April 2009
Location: Germany
Sam_Hotte
Yes, customizing to preferred way of fighting is important to most players, so yes, there should be plenty of attachments and slots for it. Smile

Well, thats the knack. There is no need to have tons of attachments made by FC themselves. There is the need however to them making a system that allows adding lots of attachments by modders.


Re: Community Wishlist for JA:F[message #318382] Wed, 01 May 2013 19:21 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
Shanga
Elaborate please, for those of us who didn't play e5. You mean the actual weapon equipped and the model shown on the interface were the same thing?

basicly yes. the game rendered the interface images from the coresponding weapon model every time a different weapon/attachment combination is equipped and saves the images to a folder in the game directory.

[Updated on: Wed, 01 May 2013 19:22] by Moderator

Re: Community Wishlist for JA:F[message #318383] Wed, 01 May 2013 19:23 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
EDIT: Damn, too slow, but I'll leave it anyways since IT gives more details/


Shanga
Shadow21
on the topic of immage format:
i like the way brigade e5 and 7.62 high caliber approached the weapon inventory image. instead of a static image they generated the image from the 3d model taking all the attachments into account.

this to me is the most efficient way of doing it since there is no need to create an image after creating the weapon model. so this should somewhat streamline the art creation process. and also make it easier for the fans to generate content.


Elaborate please, for those of us who didn't play e5. You mean the actual weapon equipped and the model shown on the interface were the same thing?
If I may take this one, Shadow, since I consider myself an expert Smile

The game only uses the weapon/item 3d model in the world context(and in the weapon description box). The weapon/item image is used in inventory and shops. The game has an built-in renderer that creates a DDS file for every weapon in the shop or inventory(but only if that image hasn't been rendered before) and gives it an identifying number so it can keep track of what's been done and what's to be used.

Whenever you attach something to a weapon, there's a scirpt that creates a new DDS from the 3d model, giving the DDS a new identifying number to use, and a correct displayed image of what's attached to the weapon. This makes it very easy for us modders, we only have to add the 3d model, the game takes care of all the shop and inventory images.

EDIT 2: I should clarify that it is only weapons that gets rendered, items need an image since many of them are small and might look "wrong" if done this way. Weapon attachments also uses a static image, unless they were attached to a weapon and part of the rendered weapon image.

[Updated on: Wed, 01 May 2013 19:51] by Moderator

Re: Community Wishlist for JA:F[message #318384] Wed, 01 May 2013 19:24 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
R@S
If I may take this one, Shadow, since I consider myself an expert Smile

agreed Very Happy

[Updated on: Wed, 01 May 2013 19:24] by Moderator

Re: Community Wishlist for JA:F[message #318385] Wed, 01 May 2013 19:37 Go to previous messageGo to next message
Thor

 
Messages:427
Registered:February 2007
Location: Belgium
- A smart AI which allows for different behaviour of enemies/militia
- Multiplayer option... I think there is a community here that would like to coop or join factions to fight each other, I think. Certainly should be made possible one way or another if you work with bases...


Re: Community Wishlist for JA:F[message #318386] Wed, 01 May 2013 19:40 Go to previous messageGo to next message
Flugente

 
Messages:3525
Registered:April 2009
Location: Germany
Hmm. I personally would give multiplayer a very low priority, especially as this would need significant resources on their part. I don't want to devaluate your opinion, but perhaps we can first agree on the basics here?


Re: Community Wishlist for JA:F[message #318387] Wed, 01 May 2013 19:42 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
yeah i dont need multiplayer either.

[Updated on: Wed, 01 May 2013 19:42] by Moderator

Re: Community Wishlist for JA:F[message #318388] Wed, 01 May 2013 19:54 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Multiplayer is not high on my list either, but if they have the code already, why not. But only if it doesn't take away from other much more important additions, like working on a good and variation rich AI. I don't want to be able to predict AI behavior after playing this game for a week, I want some randomized behavior to keep each battle fresh and unique. But I feel like I'm starting to nag now, so I'll stop it Smile
Re: Community Wishlist for JA:F[message #318392] Wed, 01 May 2013 20:10 Go to previous messageGo to next message
Thor

 
Messages:427
Registered:February 2007
Location: Belgium
It's not a priority, but I noticed that in v.1.13 every single aspect seems to be really difficult to add to the multiplayer. I assume it is because the code is such a mess (as I assume it still is) and that the makers initially didn't think about it being added eventually...

If you start from scratch, however... But indeed, not a priority for me either... and I don't know a lot about coding, so I may be wrong about what I speculate here.

EDIT:
Indeed, if it would take serious resources, as you say, Flugente, I completely agree that it's of minor importance. I just don't know that if you built something from scratch it is easier to think of such an option then, or to think about it later and deal with the problems that come up then...

[Updated on: Wed, 01 May 2013 20:23] by Moderator

Re: Community Wishlist for JA:F[message #318399] Wed, 01 May 2013 20:31 Go to previous messageGo to next message
Shanga

 
Messages:3494
Registered:January 2000
Location: Danubia
After we run the list long enough I'd say a poll is warranted to determine top 10 or 20 wishes community has regarding JA:F. What do you say?


Re: Community Wishlist for JA:F[message #318401] Wed, 01 May 2013 20:40 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
Very good, I would give it time, but maybe we get this ready before they announce the stretch goals.
Re: Community Wishlist for JA:F[message #318404] Wed, 01 May 2013 20:53 Go to previous messageGo to next message
EXile 150 Abyss

 
Messages:137
Registered:September 2009
Agreed shanga. Smile
Re: Community Wishlist for JA:F[message #318407] Wed, 01 May 2013 21:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
Yes, multiplayer should be rather at bottom of the wish list; could be a stretch goal or even come with a patch or so later. IMO.
Re: Community Wishlist for JA:F[message #318411] Wed, 01 May 2013 21:38 Go to previous messageGo to next message
Gambigobilla

 
Messages:702
Registered:July 2008
We are all anti-social nerd who doesn't have any friends to play with. Thumbs-up for the no multiplayer.
Re: Community Wishlist for JA:F[message #318414] Wed, 01 May 2013 21:59 Go to previous messageGo to next message
grim

 
Messages:349
Registered:July 2006
Location: France
Multiplayer isn't that low on my priority list, but yes, this is not mandatory.
I'd like to point at two arguments in its favor though, just for the record Razz :

- Space Hulk will have some multiplayer, so they have some material and experience to implement it in JAF.

- Multiplayer can attract more backers. As example, at the moment, if i tell my (non fan) friends of JAF as a solo game, they won't be very interested. If i motivate them in playing together, they become potential backers. It can help increase the backer base significantly.

- I'd love some coop gameplay... But that's my own dream heh!
Re: Community Wishlist for JA:F[message #318416] Wed, 01 May 2013 22:20 Go to previous messageGo to next message
JAFTeam

 
Messages:157
Registered:April 2013
Gambigobilla
We are all anti-social nerd who doesn't have any friends to play with.


Same for us. Keep the wishes coming in this thread however. We won't further respond in this thread much, but we'll read it every day and night Smile
Re: Community Wishlist for JA:F[message #318417] Wed, 01 May 2013 22:33 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
We haven't talked about loot and enemy inventory, so here's my suggestion on that:

A quick and easy to use loot system, making it easy to sort through the loot and pick up what you want. If you have a car, maybe have an "Add to trunk" button in the GUI.

Enemies should drop all their inventory when dying, no half-arsed probability stuff here, give me mah loot!
Re: Community Wishlist for JA:F[message #318418] Wed, 01 May 2013 22:34 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
I'd think nobody would oppose a serious multiplayer at all.
But for a coop campaign, you would need to change game mechanics to have at least the strategic layer running simultaneously for all human players. nobody wanted to wait for another player to browse through BR's for an hour or so without ability to do something in game meanwhile ...

So i'd think first level of Multiplayer would be some instant action type of thing where you battle each other (or coop against AI) in a single map (or succession of maps with improved or dead mercs going along the way.

I agree that this may be a point to collect interest from people that yet have to become fans of JA. Smile
Re: Community Wishlist for JA:F[message #318422] Wed, 01 May 2013 23:09 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
I never really understood what FC meant with their poll where one could vote on an active or passive skill system, so forgive me if I misunderstood.

The active system makes me as a player want to play more to reach the next level. BiA made a big boo-boo here and only had 10 levels, and once you got an update option, you got 7 points to spend. They should have done this better, more levels and far less points to spend at each update.

A passive development system is better from a realism perspective, but it leads to players abusing it to harvest stats. In the long run this is detremental to the game, since this makes you loose interest in actually playing the game pretty quickly.

So if you go with an active system, maybe add merc classes to the I.M.P., like trooper, machine gunner, mechanic, scout, sniper and medic. Then make the costs of different stat updates differ, and by choosing a class you'd get a discount on some of the stats that are crucial to the class selected. It would add to the RPG sense of the game, which I think is one area that always could be improved upon.(Play BSM and you'll see what I mean Wink )
Re: Community Wishlist for JA:F[message #318426] Wed, 01 May 2013 23:15 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
they explained the active system with a skill tree akin to the skill trees of silent storm.
Re: Community Wishlist for JA:F[message #318427] Wed, 01 May 2013 23:19 Go to previous messageGo to next message
Gambigobilla

 
Messages:702
Registered:July 2008
Sam_Hotte
I'd think nobody would oppose a serious multiplayer at all.


Of course nobody would object. What i meant is multiplayer feature is low priority as you've stated above.

R@S
Enemies should drop all their inventory when dying, no half-arsed probability stuff here, give me mah loot!


I must say this is a big no unless in game economy is dependent on your arms trade. Or option for it at the gamestart is needed just like in 1.13.
Re: Community Wishlist for JA:F[message #318429] Wed, 01 May 2013 23:23 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Shadow21
they explained the active system with a skill tree akin to the skill trees of silent storm.
So those "traits" give an unknown bonus to relevant stats? Well, it doesn't matter if they'll have a CtH displayed somewhere, but I kind of like to keep track of my mercenary improvements. Do you know if they consider a stat increase by learning, or haven't they said anything about that yet?


Gambigobilla
R@S
Enemies should drop all their inventory when dying, no half-arsed probability stuff here, give me mah loot!


I must say this is a big no unless in game economy is dependent on your arms trade. Or option for it at the gamestart is needed just like in 1.13.
Sure, it makes balancing the economy very hard, but if done right it can also be used to drive the player forward.

[Updated on: Wed, 01 May 2013 23:26] by Moderator

Re: Community Wishlist for JA:F[message #318430] Wed, 01 May 2013 23:27 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
i think i remember reading something that so far they want to stick to the ja2 way of learning by doing. personally i liked the skilltree system of silent storm. allthough it forced the characters into classes which i find somewhat unfitting for the JA setting.

i expect them to devote an upcoming update to the skill/rpg system

[Updated on: Wed, 01 May 2013 23:27] by Moderator

Re: Community Wishlist for JA:F[message #318433] Wed, 01 May 2013 23:41 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
Imp creation of your own merc, a must have.
So far I have no information if they wanna make IMP creation...





Re: Community Wishlist for JA:F[message #318436] Wed, 01 May 2013 23:59 Go to previous messageGo to next message
Shanga

 
Messages:3494
Registered:January 2000
Location: Danubia
- Proper scavenging and repair

I am sick of BiA's constant quest for new armor. JA2's "repair armor" thing might not have been the most realistic feature, but there's a fine line between micromanagement and turning the whole game into "Barbie needs new clothes".

By scavenging I mean the ability to break down a weapon into parts of various quality and use those to repair damaged equipment. I don't need and I have no use for a weapon cache of 200 AKMs when I can carry 10. But having a working trigger group or barrel when you are dying to repair your weapon might be fun.


- Funky stuff

Yea, surprise us. Wire + plug + door handle. Zap the baddies. That kind of stuff. And open to modding because the sky is the limit there.





Re: Community Wishlist for JA:F[message #318437] Thu, 02 May 2013 00:02 Go to previous messageGo to next message
Shanga

 
Messages:3494
Registered:January 2000
Location: Danubia
Gambigobilla

R@S
Enemies should drop all their inventory when dying, no half-arsed probability stuff here, give me mah loot!


I must say this is a big no unless in game economy is dependent on your arms trade. Or option for it at the gamestart is needed just like in 1.13.


Not if weight restrictions right + scavenging is put into place. Yea, you get 50 weapons, but how much you would actually be able to carry on your mercs?

But instead of hauling around a truckload of weapons you could just scavenge the parts you need.


Re: Community Wishlist for JA:F[message #318439] Thu, 02 May 2013 00:08 Go to previous messageGo to next message
Shanga

 
Messages:3494
Registered:January 2000
Location: Danubia
- Alternative sources of cash

Think San Mona boxing. Gambling. Protection racket. Extortion. Russian roulette. Owning a gun shop to sell the surplus. We can't have mines again. And again and again.

- Dynamic "news broadcasts" from local TV

Can be played upon in so many ways. Lead the player to new quests. Show him how the other party sees his actions. Lead the player into a big fat trap (they way MOD Squad would've done it).
We gotta have something to replace the old Elliot, don't we?

- Detailed NPC interaction and schedules

One of the greatest features "The Fall" had was that there were no filler NPCs like JA2 has. Everyone had a schedule, everyone had a faction and an opinion about you based on your faction standing.
Good faction standing should allow the player to gather random intel pieces even from common villagers. Ofc those would be tainted and just rumours. But on a relevant subject related to their faction/location, each NPC shold have a library of 10-20 shared hints tha they drop if the conditions are right. Once the player receives the hint, it's removed from the que.

[Updated on: Thu, 02 May 2013 00:17] by Moderator



Re: Community Wishlist for JA:F[message #318440] Thu, 02 May 2013 00:10 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
Peal
Imp creation of your own merc, a must have.
So far I have no information if they wanna make IMP creation...

has been confirmed to be in
Re: Community Wishlist for JA:F[message #318441] Thu, 02 May 2013 00:12 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
Yes, a class based skill tree system is not really fitting the JA setting. OTOH by choosing mercs with different traits and stats you already do some specialisation within your teams. So why shouldn't somebody skilled in handling heavy weapons learn things associated with this better and faster than anything else?

So, IMO, a skill tree system where not every merc can improve in every field is not a no go in my book.
A combination of classes (sniper, mechanic etc. ...) and learning by doing (as in JA2) would IMO be best: A merc learns fastest and easiest in things related to his class but can still train in everything else (tho not to masterhood or slower or something).

@Peal: they said here, IMP will be in (at least one Alter Ego can be created; the remarks about hair styling that created the pink-ballerina-Ivan running gag had been aimed at the IMP creation - so this is in).
Re: Community Wishlist for JA:F[message #318442] Thu, 02 May 2013 00:12 Go to previous messageGo to next message
Thor

 
Messages:427
Registered:February 2007
Location: Belgium
If you want my opinion on the real basics, I'd say adjustability & accessability is most important.

I've learned something from Ja2 v.1.13 there, the years we have worked on this aspect, and I hope the creators of this promising game as well... To have a list of adjustable settings/options like in the Ja2 1.13 ini editor is something I have come to think of as indispensable to reach a broader public with a game like Jagged alliance. The game is very complex and some features may really appeal or irritate a player and the more this can be tweaked, the better...

So, the more adjustable, the better, in my view. After all, the tweaking remains optional and I think everyone in the Bearspit community is in favor of this. (correct me if I'm wrong)
For players to be able to change some settings to their liking is something meta...
E.g. I've read rumors about a fog of war, that's something you could make optional, right? "Enemies drop all", adjustable starting funds, starting gear, etc.

These I think are real musts, and there are other of such important options in Ja2 v1.13, I am just giving examples here... Maybe it is not possible to add all the features, I can understand that it depends on the funds, but at least have them be adjustable. I think we are used to something now while having v.1.13 and if the game has to appeal...

Apart from this, there are aspects like easily adding items and other stuff to the game, which I call accessability. Totally share Flugente's opinion concerning attachments... The current attachment system in v1.13 rocks, same as the new inventory system!
Re: Community Wishlist for JA:F[message #318445] Thu, 02 May 2013 00:24 Go to previous messageGo to next message
Shanga

 
Messages:3494
Registered:January 2000
Location: Danubia
On merc classes:

JA2 introduced two things and they should be kept as they were made since they are at the very core of what the game is:

- Merc History
- Merc Improvement

Each mercenary has a particular life story that justifies his stats and his skills. But their life continues in your game and they should get better. If you use them properly.

And if we want to make it way too cool, the skills should degrade if not used or if critical wounds are received. Linx might recover from a headshot, but tell his mom he's never be a sniper again. Camped Gumpy at HQ too much? Near those Mars bars? Bad mistake. Larry and drugs? You get the idea.

Fixed classes, never.

[Updated on: Thu, 02 May 2013 00:27] by Moderator



Re: Community Wishlist for JA:F[message #318447] Thu, 02 May 2013 00:24 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Sam_Hotte
Yes, a class based skill tree system is not really fitting the JA setting. OTOH by choosing mercs with different traits and stats you already do some specialisation within your teams. So why shouldn't somebody skilled in handling heavy weapons learn things associated with this better and faster than anything else?

So, IMO, a skill tree system where not every merc can improve in every field is not a no go in my book.
A combination of classes (sniper, mechanic etc. ...) and learning by doing (as in JA2) would IMO be best: A merc learns fastest and easiest in things related to his class but can still train in everything else (tho not to masterhood or slower or something).
Well, JA2 has specialization like night ops and such, and my suggestion was expanding on that in a more comprehensible way. But I think you hit the nail on the head here Sam, so I'll +1 your post instead Smile

EDIT: I should clarify I was only talking about the IMP in my initial post. If you want a specifically skilled merc, hire him/her.

[Updated on: Thu, 02 May 2013 00:28] by Moderator

Re: Community Wishlist for JA:F[message #318457] Thu, 02 May 2013 02:29 Go to previous messageGo to next message
Ovizerimar

Messages:1
Registered:March 2013
Location: CA
One thing that would be awesome to have would be to add allot of the goofy guys from JA1 and DG, imagine being able to hire a younger Pops, or maybe a younger less insane Bruce Bonner.
Re: Community Wishlist for JA:F[message #318477] Thu, 02 May 2013 12:16 Go to previous messageGo to previous message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Another thing that should be in the poll is how the global map and sector structure should look like. Should it be true to JA2 or be more like Hired Guns and Brigade E5?

The global map in BiA was one of the better things, it was much like JA2 while it still allowed varied sector sizes.

The Hired Guns/Brigade E5 approach adds some suspense when you're ambushed since you don't know what the sector looks like before hand. You could have a pool of random maps, picking randomly depending on global map terrain.
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