Home » SIRTECH CLASSICS » Jagged Alliance & Deadly Games » JA:DG - Fidel quit, doesn't want to go back
JA:DG - Fidel quit, doesn't want to go back[message #319115] Thu, 09 May 2013 03:50 Go to next message
Ferdish

 
Messages:10
Registered:March 2012
After succesful mission Fidel quit with something that he needs more action. I tried to hire him again, but he refuses with words "I work for you. I no like it. It too quiet." Guess he wants more action and killing, right? How to persuade him? Is there some option or trick to make this Cuban jerk work for me?
Re: JA:DG - Fidel quit, doesn't want to go back[message #319308] Fri, 10 May 2013 22:16 Go to previous messageGo to next message
mgl

 
Messages:254
Registered:December 2007
Location: France
I think you can't recruit him after he quit.

Some of the mercs quit if they didn't kill anyone in the last mission.

I think Malice is like that too in JA:DG.

I don't remember if it's simply because they are psychos or if there is an additional flag to be set in their profile.

Re: JA:DG - Fidel quit, doesn't want to go back[message #319368] Sat, 11 May 2013 15:54 Go to previous messageGo to next message
RichieRich80

 
Messages:45
Registered:February 2010
I remember Fidel not being satisfied even when he averaged 2+ kills in DG. He quit after a mission where he had killed three or four enemies.
Re: JA:DG - Fidel quit, doesn't want to go back[message #319517] Mon, 13 May 2013 16:35 Go to previous messageGo to next message
Ferdish

 
Messages:10
Registered:March 2012
As an explosive expert, maybe he prefers killing with explosive stuff (grenades, mortars, mines...). It doesn't matter, I'll hire a new one, but Fidel was outstanding: high marksmanship, agility and health, pretty good wisdom, and acceptable salary.
Re: JA:DG - Fidel quit, doesn't want to go back[message #321586] Thu, 13 June 2013 21:44 Go to previous messageGo to next message
blueskirt

 
Messages:17
Registered:May 2010
It's the mission based nature of Deadly Games that makes these psycho mercs like Fidel, Leech or Malice poor fit for campaigns, at least in the early stages.

The "I kill or I quit" requirement was easy to fulfill in the first game because you could take on three or four sectors a day, giving plenty of opportunities for these guys to kill. Deadly Games' small number of enemies during the first half of the campaign makes it hard for Fidel to get enough kill per mission to stay on your team. Often you've got to go out of your way to make sure they get the killing shots.

Fidel is still a good guy to hire, but only in single scenarios or late in the campaigns, when red shirts abound. Early campaign you're better off with Smoke, or at least a token explosive expert you'll keep at home to train/doctor/repair and dish out when a mission calls for something to get disarmed.
Re: JA:DG - Fidel quit, doesn't want to go back[message #322647] Sat, 13 July 2013 00:42 Go to previous message
blueskirt

 
Messages:17
Registered:May 2010
I was wrong. I figured out how and why Fidel and every other psycho mercs in Deadly Games quit when they don't kill enough.

First of all, it simply doesn't happen in Jagged Alliance, that quirk was introduced in Deadly Games, this is why Fidel never gave us trouble in the first game.

In Deadly Games, every psycho merc has a stat called Kill rate, which is different for every psycho merc. For Screw it's 5%, for Skitz it's 15%, for Leech, Malice and Postie it's 20%, for Fidel it's 25% and for Reuban it's 40%.

Every time a psycho merc enters your team a counter will activate. Every time any of your merc kills a bad guy, that counter will go up by one. When that counter reaches twenty, at the end of the mission and every mission afterward, the game will check what percentage of the bad guys that have been killed since a psycho merc entered the team have killed by the psycho merc. If the psycho merc killed enough bad guy, he will stay with you for the next mission, if he did not kill enough, he will quit your team and refuse to come back.

So, starting from the moment Fidel enters your team, when twenty kills have been made, 25% of these kills must have been made by Fidel.

I fired up the first Jagged Alliance and started a new game to verify, at the end of my first day, I killed 24 bad guys, I did not kill anyone with Fidel, and he didn't complain at the end of the day so I don't think this was implemented in the first game.
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