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The non-existant A.I.M.[message #332367] Sat, 10 May 2014 05:56 Go to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
So, I was wondering, how will recruitment be handled if there is no A.I.M.? As I understand it, that's how the game is set up.

I'm thinking phone calls with shady contacts. Very Happy
And of course, direct number which let you hear how mercs live. (Maybe a nagging wife in the background?)

Would be nice if the devs could provide some input but for now, let's discuss ideas and dreams.

Re: The non-existant A.I.M.[message #332420] Sun, 11 May 2014 13:17 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
First off, we got to consider the story:
http://jaggedalliance.wikia.com/wiki/Association_of_International_Mercenaries

Quote:
In a subterranean Montreal bunker in 1991, three men, known only by their aliases Colonel Mohanned, Commander Spice, and The White Asian, found themselves in the heat of an armed struggle without access to enough manpower to end the hostilities. With great effort, they secured financing and located the people they needed to put an end to the conflict.

The underground channels they developed became known as the Association of International Mercenaries. Vowing that others seeking justice should have access to professional soldiers, their assembled team of men and women became the original members of A.I.M. Commanders engaged in small scale, private conflicts adopted the organization as a prime resource for labor.


So these 3 should be present or the story should lead to them being together. Plus Howard "Carp" Melfield, Dr. Bernie Gloveless and Reverend Clyde Potter. Imho the player should start off with a small group and "discover" the rest of the future AIM scattered around the island (not all of them, but enough for next step). And those who they don't discover should be called in through their friends. Like every merc you find on the island should give you the phone number of at least 1-2 friends. So instead of a webpage you could end up with a phone book with contacts.

[Updated on: Sun, 11 May 2014 13:24] by Moderator



Re: The non-existant A.I.M.[message #332422] Sun, 11 May 2014 13:37 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Building a mercenary business from the ground up. I like it. Smile
Perhaps some rival mercenary group could snatch those you don't get in time. Drama on the battlefield! (Maybe that's how young man Leon lost his first wife.) Everything can be solved by a silver tongue and some gold bullion. Very Happy

A dynamic world would be nice as well. Freelance mercs move around, do different jobs, work behind the scenes. Imagine saving some merc from a job gone bad. Switching sides wouldn't seem so uninteresting. Intel wins the battle and the merc. Wink

Aaand, maybe even running A.I.M. missions your posse get hired to do. You're starting a global business, correct? [In Trans -> Arrive -> Auto Resolve Mission? Y/N] [No would make the game rely on the skill of the client. Gotta weed out the bad deals!]

[Updated on: Sun, 11 May 2014 13:48] by Moderator


Re: The non-existant A.I.M.[message #332437] Sun, 11 May 2014 15:43 Go to previous message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
Slax
Building a mercenary business from the ground up. I like it. Smile


Yep, that should be the goal, basically.


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