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Re: Maps in Flashback[message #321256] Sat, 01 June 2013 09:42 Go to previous messageGo to next message
EXile 150 Abyss

 
Messages:139
Registered:September 2009
SharkD
So you can't simply walk across the map... or can you? I'm confused... :crazy:


From what I've gathered you will have to walk across the map. But for things like repairing and or modifying weapons and training you'll have to return to base.

And by Modifying weapons I am not referring to attachments but to this:
http://www.jaggedallianceflashback.com/wp-content/uploads/Weaponprogression.jpg

The level 1 to level 2 upgrade will need to be done at the base by a merc with high tech.
Also small repairs can be done in the field but if a weapon is nearly trashed it will need to be brought back to base.

Personally I think it adds another tier of micro management that fits right into the JA gameplay. Smile
Re: Maps in Flashback[message #321280] Sat, 01 June 2013 22:42 Go to previous messageGo to next message
Cyborg

 
Messages:38
Registered:November 2006
Location: Europe
EXos
SharkD
So you can't simply walk across the map... or can you? I'm confused... :crazy:


From what I've gathered you will have to walk across the map. But for things like repairing and or modifying weapons and training you'll have to return to base.

And by Modifying weapons I am not referring to attachments but to this:
http://www.jaggedallianceflashback.com/wp-content/uploads/Weaponprogression.jpg

The level 1 to level 2 upgrade will need to be done at the base by a merc with high tech.
Also small repairs can be done in the field but if a weapon is nearly trashed it will need to be brought back to base.

Personally I think it adds another tier of micro management that fits right into the JA gameplay. Smile


I'm not a friend of the level idea AT ALL. A weapon doesn't change it's basic stats just because you slap a scope or a flashhider on it. Well, as long as it's modable...
Re: Maps in Flashback[message #321281] Sat, 01 June 2013 22:48 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
Wasn't that revised in the meantime? People really shouldn't put too much into the first two weeks since they wrote a lot of wonky and unclear stuff in the beginning. And as a gun nut, I will certainly fight arbitrary levels.


Re: Maps in Flashback[message #321282] Sat, 01 June 2013 22:49 Go to previous messageGo to next message
EXile 150 Abyss

 
Messages:139
Registered:September 2009
Cyborg

I'm not a friend of the level idea AT ALL. A weapon doesn't change it's basic stats just because you slap a scope or a flashhider on it. Well, as long as it's modable...


I don't think the levels apply to the attachments... I believe they are for internal upgrades. (For lower AP cost etc)
And the remark of attachments changing stats is for the same stuff as it does in 1.13.
Re: Maps in Flashback[message #321283] Sat, 01 June 2013 22:52 Go to previous messageGo to next message
Slax

 
Messages:1435
Registered:July 2006
Location: People riding polar bears...
Swapping internal and external parts of a weapon does seem interesting but dumbing it down to a base level system makes me want to cringe. The first Jagged Alliance had upgrades smushed into a lump of steel, which worked very well for the time. Ah, that was years ago. JA2's getting up there in years too but that system still feels relevant, if unfinished.

Anyway, maybe we should let the team tell us some more about what they're thinking regarding all of this.

Re: Maps in Flashback[message #321286] Sun, 02 June 2013 01:06 Go to previous messageGo to next message
EXile 150 Abyss

 
Messages:139
Registered:September 2009
Slax
Anyway, maybe we should let the team tell us some more about what they're thinking regarding all of this.


Good point. Best have this answered by the professionals...
So when are they coming back from vacation? XD
Re: Maps in Flashback[message #321289] Sun, 02 June 2013 12:35 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
I'm fairly sure they will enlighten us when there is news to tell , meanwhile there is the small matter of Space Hulk to deliver first ... Smile


Re: Maps in Flashback[message #321359] Tue, 04 June 2013 12:40 Go to previous messageGo to next message
Kaerar

 
Messages:2079
Registered:January 2003
Location: Australia :D
JAFTeam
Right. Take BiA as an example of empty sectors which aren't that much fun at all. Of course we'll leave enough space for complex tactics. And yet we will keep an eye on the size. Cause if it doesn't make sense to blow up a sector in size than we won't do it.

Very true, but also if Sniper Rifles are in the game, their usable range is between 400 and 800m, so if that's the case, movement to combat AP ratio (going by JA2 standards) can be altered to suit the maps. For instance firing a weapon currently costs on avg about 5 AP on the old 25 AP scale. If the maps were larger the movement would be able to double or triple in comparison to that 5 AP for shooting. So say walking was 1 tile per 1 AP it would become up to 3 tiles per 1 AP giving the ability to close in on long range targets.

It would also need a sight range revamp as not many people can see 800m with normal eyesight, making use to intel equipment and scouts much more important. This in turn allows for much greater use of squad tactics which in turn also improves the core JA experience Wink


Re: Maps in Flashback[message #321377] Tue, 04 June 2013 22:56 Go to previous messageGo to next message
EXile 150 Abyss

 
Messages:139
Registered:September 2009
Kaerar
Very true, but also if Sniper Rifles are in the game, their usable range is between 400 and 800m, so if that's the case, movement to combat AP ratio (going by JA2 standards) can be altered to suit the maps. For instance firing a weapon currently costs on avg about 5 AP on the old 25 AP scale. If the maps were larger the movement would be able to double or triple in comparison to that 5 AP for shooting. So say walking was 1 tile per 1 AP it would become up to 3 tiles per 1 AP giving the ability to close in on long range targets.


Perhaps but mostly I think that should be part of your preparation. Have the sniper team (Sniper & Spotter/Support) enter the map at a different spot than the main assault groups.
So you'll have to resign yourself from being able to properly use the Sniper group later on in the fight.
But they should have made their impact at the start. Either in distracting the guards near the main groups and or taking out several enemies before the main assault (thinning the herd)

Kaerar

It would also need a sight range revamp as not many people can see 800m with normal eyesight, making use to intel equipment and scouts much more important. This in turn allows for much greater use of squad tactics which in turn also improves the core JA experience Wink


Finally a good use for the binoculars and or sneaking to high ground to scout.
The stealth mechanic should be working perfectly for the scouting a sector. (At least for my playing style. XD )
Re: Maps in Flashback[message #321383] Wed, 05 June 2013 04:15 Go to previous messageGo to next message
Kaerar

 
Messages:2079
Registered:January 2003
Location: Australia :D
Yes some of it is preparation, but when entering a new sector for the first time without recon info, it's always a time to keep the group together or if split you have to be sure in your Sniper team to be able to run if needed. Not always possible.

The other thing to consider is FC haven't released information about map scale yet and how that will affect weapon ranges. For instance there's no problem with having a map scale of 1:2 or even up to 1:4. More than that though and it gets dicey as ranges for vision and so on get so constricted that the game feels a bit weird which you see in JA2's 1:10 scale. There was good reason behind JA2's scaling though and at the time hardware limitation was a big issue. For a Unity developed game it shouldn't become a problem size wise as the engine is very scalable Smile


Re: Maps in Flashback[message #321389] Wed, 05 June 2013 09:35 Go to previous message
EXile 150 Abyss

 
Messages:139
Registered:September 2009
Well if it's an important sector (Mine, Hospital or Airport) I bet you can find intel in the sectors surrounding it.

Though perhaps you'll have to enter and exit the sector a few times with a scouting party to fully see the layout. But if you're spotted the enemies will be on alert for a full day or something.
Damn if a newbie tries the game with this level of depth they'll be crushed by it... XD
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