Home » JAGGED ALLIANCE 3 » JA 3 Wish List » Guns Versus Tactics.
|
|
|
|
Re: Guns Versus Tactics.[message #3684]
|
Thu, 10 March 2005 09:43
|
|
KIA |
|
Messages:92
Registered:November 2002 Location: Virginia (USA) |
|
|
1) Bearpit's idea about MG barrels (overheat, warp and become nonfunctional/ drop off) is excellent. Replacement barrels are heavy and bulky and would require time to replace. So a heavy Mgunner would need to tote the ammo AND the barrels to be effective. That rules out Buzz, Raven, etc. Maybe even need to have some mechanical skill, too...
2) Tactics are a substitute for brute force. Brute force was invented first. Tactics were invented to circumvent force advantages. All else is a variant on either brute force, tactics, or force multiplyers and levelers. Guns are the ultimate leveler to date. A 97-pound weakling can take out Goliath with the motion of a finger. What wins battles, however, is known as "force superiority" "situational superiority" or "tactical superiority." When your force gains superiority over the enemy, for whatever reason, be it sheer force, surprise, technological, situational, geographic, logistical, whatever, you win. I like to be able to explore all of these. I share people's annoyance with the fact that game developers don't seem to appreciate all of the variety of ways one can influence engagements...
3) Reflexes are important, but you cannot necessarily spin a 20 pound MG faster than someone else can draw and shoot a pistol. In fact, some people can draw a pistol faster than a person who has one leveled at their head can react to pull the trigger. Truth.
4) I suggest that the game should have an "active weapon" and a "standby weapon" and the player could switch between those with minimal AP. This would represent a main weapon in a sling as well as a "fast" weapon like a pistol in a holster, a knife, or whatever one thinks appropriate for surprise situations. The merc would essentially have an active plan to switch to this fallbakc weapon at a moment's notice, and would react accordingly if appropriate. To switch from an "inventory" weapon would cost APs like digging out anything else from the pack. I think this cost ought to be much higher. In the same light, however, I think that vests and belts ought to keep some things fairly handy (low AP).
Report message to a moderator
|
Corporal 1st Class
|
|
|
|
|
Re: Guns Versus Tactics.[message #3687]
|
Thu, 24 March 2005 15:13
|
|
memphisto |
Messages:4
Registered:January 2005 Location: Small rural village in Si... |
|
|
Quote:Originally posted by Doc Croc:
I agree with Alpha, it is about strategy with the types of guns used coming afterwards. I eman lots of high tech firepower is nice but it's still possible to beat JA2 using nothing but a crowbar if you play it right. I would love seeing how you complete JA2 with just a crowbar !!!
Report message to a moderator
|
Civilian
|
|
|
Goto Forum:
Current Time: Sun Sep 08 12:31:52 GMT+3 2024
Total time taken to generate the page: 0.00996 seconds
|