Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Do you allow casualties?
Re: Do you allow casualties?[message #29167] Thu, 16 March 2006 05:57 Go to previous messageGo to next message
Someone Here

 
Messages:20
Registered:May 2003
Location: Illinois
I usually dont allow casualties, but when Buns died, I really didnt care. I was happy because I didnt have to deal with her whining about Reaper.

But mostly, I dont allow casualties unless I doubt I could do better.
Re: Do you allow casualties?[message #29168] Sun, 22 October 2006 15:12 Go to previous messageGo to next message
ISWidowMaker
Messages:7
Registered:October 2006
Location: British Columbia - Canada
Only merc I ever let stay dead, indeed go out of my way to make dead... is.... HAMOUS!
Re: Do you allow casualties?[message #29169] Mon, 23 October 2006 12:45 Go to previous messageGo to next message
Wounded Ronin

 
Messages:79
Registered:August 2006
Well, right now I mostly reload when somebody dies because that's what I feel like doing. HOWEVER, I've been considering starting a game on Novice in which I don't reload for that kind of thing. (I'd just save the game and reload if there's a crash or bug.)

This is the way I see it. In real life if somebody sees too much combat he'll eventually run out of luck, no matter how good he is, and die. In the game it would be the same way. Therefore, I'd structure my whole team based on the assumption that good people are going to die, even if it's something really stupid and out of the blue like weird friendly fire episodes. I also wouldn't use an IMP in such a game because I feel like having a character on the ground who is supposed to represent the trenchcoated figure in the intro movie would clash with my idea of the trenchcoat figure as being a detached and cool commander who is accepting casualties as part of the risks of war.

(Personally, I don't really see the IMP as an alter ego anyway. Usually I model the IMP after my favorite first person shooter heroes, like John Mullins, or testosterone-fueled movie characters like Rambo and Lone Wolf McQuade.)

In my opinion, a game in which you allow all deaths would become very much about risk management. You'd have to play conservatively, retreat a lot, and basically try to create a situation where your characters are fired upon as little as is possible. The game would shift away from trying to successfully take over a town sector and it would shift towards minimizing any form of risk.

It also would be a lot less of a good idea to go and kill endless streams of redshirts because the gradual stat gains your team would win would be offset by deaths and stat losses. I'd focus less on character progression and more on risk management.
Re: Do you allow casualties?[message #29170] Tue, 24 October 2006 21:25 Go to previous messageGo to next message
GOTH

 
Messages:60
Registered:September 2006
Location: Portugal
One of the reasons which i avoid casualties, and consequently making me reload, is that, i think i can always do better. Thanks to this there games in which i passed several levels in a row without a single save. X-Com Apocalipse was one of those games. And, to be honest, when i realise that i didn
Re: Do you allow casualties?[message #29171] Mon, 30 October 2006 06:45 Go to previous messageGo to next message
public1983

 
Messages:127
Registered:February 2006

I like playing with casulties but as you say, you always think someone would not have died if you just did something slightly different.

I have tried allowing casulties a lot. My experience is that the freedom this game offers for the save way of playing is too great.
The save way of playing pushes you into the no-fun-corner of exploits. :whoknows:
Re: Do you allow casualties?[message #29172] Mon, 30 October 2006 09:33 Go to previous messageGo to next message
Wounded Ronin

 
Messages:79
Registered:August 2006
Those were some interesting insights, Sunshine. I agree that if your game is too perfect for any reason you can get mired in micromanagement rather than bigger gameplay issues. I've experienced that in Deus Ex. I've played through Deus Ex so many times that I'm never super challenged by the one-player game anymore. I remember in one game I ended up making my character go through the whole game with only a pistol just so that he would have enough inventory slots to pick up all the items (rebreathers, etc) that he found. Because I was no longer challenged by the enemies and the risk of failure in game I ended up becoming preoccupied with never leaving a rebreather behind.

I never even thought of what you're saying but now that you've brought it up I think you're right. Maybe it's actually important to not reload when bad things happen precisely so that you always are focused on the big fun issues instead of getting stuck in a quagmire of perfection and micromanagement.
Re: Do you allow casualties?[message #29173] Mon, 30 October 2006 18:01 Go to previous messageGo to next message
public1983

 
Messages:127
Registered:February 2006

Off topic: Deus Ex is fun with some simple handycap. - Do not kill any humans! Get them all unconcious, even the MJ-12 trooper and the MIB if you want. It is possible. Can you make it? Smile

On topic: Well I do not think there are simple rules for, when to reload so that it remains fun. I think one must be somewhat independent from changing moods, because a merc dying is no fun in the first place. The fun in allowing casualties comes by getting a realism feeling. You start to think more like a guerilla leader Cool than like a stage director of an action movie. This kind of fun is not so stable. It has got "low frequency", meaning it builds up slowly and keeps up for longer. Hard to explain...

Perhaps it is just hard not to get perfectionistic when you play with casualties.
Re: Do you allow casualties?[message #29174] Tue, 31 October 2006 07:50 Go to previous messageGo to next message
Wounded Ronin

 
Messages:79
Registered:August 2006
Quote:
Originally posted by sunshine:
Off topic: Deus Ex is fun with some simple handycap. - Do not kill any humans! Get them all unconcious, even the MJ-12 trooper and the MIB if you want. It is possible. Can you make it? Smile
Hmm. I assume that means:

1.) No killing people with sentry guns or bots.
2.) The only weapons you're allowed to use are the stun prod, the tranq darts, the gas grenades, the pepper spray, and the police baton.


Am I allowed to kill the MJ12 commandos and bots? (I've never verified this, but I heard if you zap the commandos right on the waistband with the stun prod you can actually stun them.)
Re: Do you allow casualties?[message #29175] Tue, 31 October 2006 11:31 Go to previous messageGo to next message
Lucas

 
Messages:312
Registered:June 2006
Location: Londrina, PR, Brazil
Quote:
Originally posted by sunshine:
Do not kill any humans!
This stuff doesn't apply to me, at least Wink

Quote:
Originally posted by Marlboro Man:
Lucas-san, you crack me up. :biglaugh:

I think your the only person that I know of around here, that has, killed poked stabbed thrashed beaten shot kicked punched flailed toasted torched blown up severed sliced slapped fragged bit chewed spit on clawed and gutted, every person in Arulco at least once. :biglaugh:

All I can say is: Keep up the good work. Razz
Re: Do you allow casualties?[message #29176] Wed, 01 November 2006 05:38 Go to previous messageGo to next message
public1983

 
Messages:127
Registered:February 2006

Re: Deus Ex
Killing bots is okay IMHO. There is no mercy in getting them deactivated. The problem I faced is, whether it is okay to let your allies (UNATCO, Paul, Red Arrow) kill people. I never managed to save the life of the whole MJ-12 commando raiding the lucky money club. I guess it is okay. Be a role model but not a saint. Wink

The MJ-12 troopers are the hardest to stun. You get them with silent walking aug, close combat aug, and close combat skill, all at maximum. With the augs active and an police baton you are silent, quick and stun them with one accurate strike from behind. I always tried to save the taser for the case I am discovered and need to take out more than one in a fighting chaos. But it definitely works for the MJ-12 troopers too.

On Topic:
Just for this post is not 100% off topic... :rolleyes: I forgot to mention the exploits of the need-for-sleep system. Most of the above exploits can be avoided by the rule: Do not chancel any travel route!
The need for sleep is different. Sleep a minute or sleep an hour. It does the same. So why sleep for full hours anymore? - To forbid all these exploits by self-imposed rules is just so complicated!
Re: Do you allow casualties?[message #29177] Thu, 09 November 2006 16:41 Go to previous messageGo to next message
daespo

 
Messages:11
Registered:October 2006
Location: Germany
When I started playing (in 1998 ^^) it was a pain in the ass when someone got hurt (if somebody lost more than 15HP/round, I reloaded).

Since the gold version was released, I'm playing Iron Man mode only. It's more of a challenge this way Smile . But if ie a good merc like Conrad or Lynx is dead after the fight, I tend to restart it.
Re: Do you allow casualties?[message #29178] Fri, 17 November 2006 04:02 Go to previous messageGo to next message
Baan

 
Messages:22
Registered:August 2006
Location: Sweden
Back in the day, when JA1 wasn't old (but not terribly new either, maybe a year or two old) I kinda sucked at it, even at easy, so I think I almost had to let them die. Later on I'd switch to a "no man is left behind"- strategy which basically means I don't even let them get a scratch (with some exceptions). Thinking of it it is definatly power gaming and maybe I should just have let them get hurt (but not necessarily die), might make the game real challenging at hard difficulty. With lots of reloading even hard is not very hard, except perhaps in DG.
Re: Do you allow casualties?[message #138159] Wed, 09 May 2007 08:15 Go to previous messageGo to next message
daytripper
Messages:1
Registered:May 2007
I had to register if only to relate this experiance:

After taking Cambria one game, Shadow and my IMP guy were badly wounded. So those two stayed at the hospital to heal/train militia while I formed a new squad with Ira, Blood and the two Russians, Igor and Ivan thinking they could handle the next town themselves.

Well...first they got ambushed by blood-cats and shot off a good amount of ammo while taking a few scrapes, "ok" I thought I'll play it safe and return them to Cambria. On the way back they ran into a large contingent (15-20) of soldiers in daylight and I decided to fight it out to get them back via the quickest (road) route.

The fight went poorly and I ended up with igor and ivan dead, blood near-dead, and Ira pinned down behind a rock + wounded. At this point the enemy demanded my surrender which I accepted making blood and ira POWs.

Low on cash, with only shadow and my main man I had to mount a desperate night-rescue to save blood and ira...they succeeded after damn bloody fight which at one point had them picking up crappy enemy pistols just for want of ammo! Most satisfying mission ever.

The reason I never reload is because tough situations like that would never occur if you reloaded every time a merc got killed. Plus it WAS my understanding that if you save and reload during a battle the game keeps track of it and reduced the amount/quality of the dead-enemy loot...maybe just on expert though...

I played JA2 off and on for some time and eventually only played it on expert, and real medkits with a self-imposed iron-man rule, to each his own though: fun is fun.

Re: Do you allow casualties?[message #138228] Wed, 09 May 2007 21:08 Go to previous messageGo to next message
DudeWheresMyTank

 
Messages:51
Registered:August 2006
Location: Canada
I accept wounds and lost attribute points, but I rarely let a merc die without reloading, especially my favorite ones early on. However, with the way I play, with 1.13 equipment and new tactics, I hardly ever see casualties and deaths nowadays until I get close to Meduna. By then a couple of dead merc means little as the game is pretty much over

[Updated on: Wed, 09 May 2007 21:08] by Moderator

Re: Do you allow casualties?[message #138943] Wed, 16 May 2007 04:27 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
I play until my current team is dead or until it is impossible to survive a battle. Then I start a new game. When playing alone I don't always play with IMPS. I never reload because someone's dead, I continue or restart when it's totally hopeless to save time.

At the moment I usually just play the game with my buddy. We create 2 IMPS (one for each) and play. If in the beginning someone dies we always restart completely. Otherwise we recreate the deceased merc at level 1 & beginning stats and that's the penalty. No excuses allowed. I only save for backup cf. the autosave feature. Btw. the hot keys don't seem to work, but after a crash I usually just rename it to another savegame.

We also restart when a new version is coming out and important stuff is changed. So much restarting at the moment.



[Updated on: Fri, 18 May 2007 21:39] by Moderator

Re: Do you allow casualties?[message #139008] Wed, 16 May 2007 21:43 Go to previous messageGo to next message
Ryan

Messages:5
Registered:August 2006
Location: England
I always carry on, no matter what. I remember once attacking a SAM site and I took out most of the elites, exept the one on the roof with a LAW. I didn't see him in time. I spread my mercs out most of the battle, however I decided to close the formation when approaching the building, which led to 1 of them being killed out right, and the others in a futile attempt to save the dying mercs on the floor, being wasted too. :computer2:

I felt like smashing my monitor in, but I never reloaded. I just hired new mercs and carried on, though it's tough when you lose a squad.

That was a one off, my mercs never die, have faith in their skills and equipment.. (thx to 1.13 mod) :bluegrin:

The only time I fear a merc dying is when opening doors and the enemy getting an interrupt, which can be fatal. Or a well placed LAW then a rush by the elites when my mercs are down.... :wb:
Re: Do you allow casualties?[message #139259] Fri, 18 May 2007 21:46 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Yeah.. Or snipers on the roofs... Like that, but sometimes they're deadly.... Just yhink of the guys in the camps, like in Unfinished business. You start with crappy weapons & equipment and you get a sniper with spectra armour, a val silent, & night goggles. He killed more than a few of my team, several times in a row. I used to kill the guard silently and sneak onto the roof.

But I like it now with v1.13, having binoculars to scout the camp. Great improvement.
Re: Do you allow casualties?[message #179749] Tue, 01 April 2008 20:08 Go to previous messageGo to next message
DoomPig

 
Messages:16
Registered:March 2008
hmm... depends. Not that I
Re: Do you allow casualties?[message #180045] Thu, 03 April 2008 22:00 Go to previous messageGo to next message
Kharn

 
Messages:22
Registered:July 2004
I normally reload whenever a merc dies, or if an IMP (I normally play with 3) takes a big negative to his/her intelligence. But I only save between battles, never during, so the last restore point could be 2-3 days prior.

I just started a new game last night, I'm going to try not reloading and just living with what happens (except the "me" IMP dying), I need something to make it more difficult and shake things up since I got bored after just waltzing through Grumm & Orta during my last game (3 mercs humping backpacks stuffed with mortar shells and just blasting any suspected hiding spots made short work of it).

Sorry Dimitri, you have to go through that door first. Hope you repaired your armor. Wink
Re: Do you allow casualties?[message #180049] Thu, 03 April 2008 22:23 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
Kharn


Sorry Dimitri, you have to go through that door first. Hope you repaired your armor. Wink


don't know why so many players are so obsessed with doors. One has to open them during turn-based, and then, everything's cool.

just not during real-time.
Re: Do you allow casualties?[message #180100] Fri, 04 April 2008 12:35 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
even in real time there is usually a way of placing your team so that the guy opening the door doesn't get wasted. this even works early on when mercs all have low experience level; the sheer weight of numbers more or less guarantees an interupt in your favour.

Re: Do you allow casualties?[message #180109] Fri, 04 April 2008 14:51 Go to previous messageGo to next message
moki

 
Messages:56
Registered:July 2007
Location: Wismar, Germany
I don't like doors, way to much risk of interrupting enemies... I prefer the classical surprise-entry through an added backdoor (or two) with the kind help of Mr.TNT.

I usually don't reload, except in bad situations that cant't really be influenced by tactics, like a lucky redshirt hitting Thor in the face with 9mm glaser from 40 tiles away or my explosives expert IMP having a 1 in a million bad-luck-chance and blowing my whole alpha squad to little pieces... I used to reload after every little mistake, but it got extremely boring. It's like playing DOOM in godmode, you might as well use GABBI cheats to kill everyone when entering the sector.
Re: Do you allow casualties?[message #180817] Fri, 11 April 2008 08:39 Go to previous messageGo to next message
Captain Taipan

 
Messages:48
Registered:December 2007
Location: Western Australia
I prefer not to reload if possible however there's been times when something has gone completely FUBAR in the battle and the entire attacking team is wasted, morale plummets and good gear is lost then I might just hit that reload button. [eg: A-squad of Igor, Ice, Grunty, Wolf, Ivan and my IMP all get taken out when a LAW hits Ice who was loaded with dynamite and everyone around him went boom!] :sadyellow:

It's more fun though to roll with those punches, use those set backs as a way of enhancing your game experience.
Re: Do you allow casualties?[message #197711] Tue, 30 September 2008 00:42 Go to previous messageGo to next message
IrishRebel

 
Messages:36
Registered:September 2008
Location: Galway
Although it can be difficult not to hit reload, in the long run i find it better to embrace casualties, it adds an actual value to Armour if you don't reload every time you get hit, otherwise why wear it if you just rewind at the slightest scratch. Surely It's much more satisfying when you equip your guy to take a shot rather than go through the whole game expecting a clean sheet.
Re: Do you allow casualties?[message #197713] Tue, 30 September 2008 01:48 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
I allow people to get hit, I don't allow them to get killed. I grow very attached to them and losing one could easily mean losing a lot of hard work with him, especially because they often die due to stupid mistakes or unbelievably bad odds. A few days ago I started a strange campaign though - unlimited money, EXPERIENCED difficulty, but with 70% Elites. I recruited 18 AIM mercs, the best I could get at game-start (I.E. were not on assignment). I actually haven't reloaded a single time during combat. And that's not for lack of injuries. I see injuries as a penalty for bad tactics, but injuries can be fixed, while death cannot...


Re: Do you allow casualties?[message #197715] Tue, 30 September 2008 01:59 Go to previous messageGo to next message
boggiboggwursdt

 
Messages:36
Registered:March 2008
I allow casulties for Deidranna. And I don't reload though.
Re: Do you allow casualties?[message #204002] Sun, 14 December 2008 00:09 Go to previous messageGo to next message
Therion

 
Messages:29
Registered:December 2008
I always play ironman. Reloading feels like cheating to me and breaks my immersion. After all, war is hell.
Re: Do you allow casualties?[message #204301] Thu, 18 December 2008 08:44 Go to previous messageGo to next message
incognito253

 
Messages:53
Registered:December 2008
Location: Ohio, USA

I had three phases in the time I've played Jagged Alliance 2. I bought it the week it came out.

The first phase, when everyone is a noob and widespread media in regards to the mathematical game content does not yet exist, also when I was 15, was the phase known as

Suck.

I was terrible at S&T games! Experienced mode was a daunting task. I usually got my mercs shot all to hell, but rarely allowed anyone to die due to harebrained tactical decisions. Almost all the time, when a merc died, I would restart the battle.

I never thought to save frequently during battle - I played the game on Iron Man without knowing it, years before it existed! (edit: Iron man was released with UB 2 years after JA2's release, so this statement is valid). Then one day, I discovered Alt+S by mistake, even as I aged and improved my skills, and proceeded to the next phase known as

1337.

I became one of the many people who state "there's no reason for anyone on your team to ever get shot before you're storming Meduna, no matter what difficulty you play" and I finally realized how they achieved this - constant reloads! So, Alt+S/Alt+L became my drug. Yuck.

Although I never subscribed to those people who say "u don't need more than 50 health cuz u never get shot this game is so easy", and I didn't reload for 5 damange, only when when severe crap happened that would most likely make me unable to win the sector, or put my mercs dangerously close to death.


Finally, I get to the phase where I am now - I'm 'good' at JA2, and Iron Man mode seems like a fun challenge, rather than a massive bother. I have yet to broach the topic of Insane difficulty mode, but Expert + Iron Man is fun and difficult. Dying mercs is...kind of a toss up, isn't it? You might lose a LOT of progress if you reload, but Fox is such a ... fox!

Decisions, decisions.

I think what we can take from this 6+ year old thread is that 1. this game is completely timeless and 2. there's about a million different ways to play and comfort levels for JA2.


One prominent reload I can think of when I was 2/3 the way to Meduna in an Experienced Iron man game where I had resolved not to reload at all, period, NO MATTER WHAT, was when I was conquering the military base you get shipped off to if you get captured and, out of real-time, my level 9, machine of death, super ultra mega IMP falls over as the bloody, spongy matter that once was his head rains down upon his corpse. I screamed, kicked, and cried, then slew the offender to find him using a Gepard M2 with a sniper scope. Then, in frustration...................................I gave in to the temptation.

Oh, Jagged Alliance is a fickle mistress.

I should post this kind of stuff on the combat stories forum....
Re: Do you allow casualties?[message #204340] Thu, 18 December 2008 18:19 Go to previous messageGo to next message
MarkDey
Messages:2
Registered:December 2008
I'm only getting back into JA2 again now, and this time I'm aiming to play it (with H.A.M.) by only reloading for bugs and crashes. I don't get to play in long stretches though, so I wind up saving a lot. The Drassen counterattack will probably be heartbreaking for me as I've modeled my 6 IMPs after my family. Here's hoping that reinforcements and micromanaging militia to place some on the roofs works well.

Back when I bought the game when it was new, I had a great time by not reloading after I had a FUBAR with the first SAM. I forget who I hired, but had cleared Drassen with my first squad, trained up some militia, found Skyrider, healed up, and then went after the first SAM at night. It went poorly thanks to the roof sniper who killed 2 and wounded 2 before I swarmed and kiled her, but I ultimately took the site with only 2 heavily wounded mercenaries left. At that, I thought to myself, ok - I really need some troops fast, so I hired everyone that M.E.R.C. had available.

Before they arrived, the SAM was counterattacked and although my guys had some time to train militia, they both died. Took out 4 elites though, and the remaining militia managed to kill one and chase off the other. Out of the remaining 4 green militia, 2 were promoted to regular. But I had no mercenaries for the next few hours. And then I saw a squad heading to the airport.

That led to a firefight about 30 minutes after the M.E.R.C. guys arrived, so they at least had some time to grab some better gear from other city sectors and run back to defend the airport. It was then an all M.E.R.C. show for the next few days until I hired another A.I.M. guy, had him come in at Omerta to ask for more help, and was glad to get Dimitri.

Played though to the end and I think it was Haywire or Gasket that killed Diedranna with a LAM in the throne room. Razor got shot by a tank the night before.

Had I reloaded after the SAM debacle, I wouldn't have had such a good time.

-Mark
Re: Do you allow casualties?[message #204380] Fri, 19 December 2008 06:06 Go to previous messageGo to next message
incognito253

 
Messages:53
Registered:December 2008
Location: Ohio, USA

L
O
L

It just made my day imagining Razor getting shot by a tank and disintegrating to crispy dust. I hate that guy.

There's only one psychopath allowed in my squad (besides possibly my IMP) and his name is Maddog, and he's heard about you. Wink
Re: Do you allow casualties?[message #204606] Mon, 22 December 2008 00:01 Go to previous messageGo to next message
Therion

 
Messages:29
Registered:December 2008
I had to reload twice today, because I forgot to switch on the enemy weapon drops.

Anyway, I discovered that it's pretty easy to lose mercs before one gets a full town militia and starts sending out the roaming guys. I lost Meltdown during attack on Drassen airfield, Spider during a night attack on Drassen mines and Ice (and 9/10 of militia) during defense of Drassen mines.
After that, none of the AIM guys wanted to join my team. Worse still, Grizzly and Buns didn't want to prolong their contracts. So, I called my character's sister and some other IMPs to join my crusade against the Deidranna's regime.
They joined her and started training more militia. Meanwhile Grizzly's and Buns's contract was coming to end. I gave them two bursts from XM-8 as a parting gift. After all people shouldn't leave the rebellion just like that.
Anyway, those AIM mercs pissed me off. What did they expect? That they will go just slaughter all the enemies without any casualties? The hardest part is over and now I have a "bad reputation"?
It's not like they are much better soldiers than the red shirts - the only reason why there were only 3 mercs killed vs. ~40 enemies killed by my team were my superior tactics.

Actually, why am I invading a country with only 6 mercenaries? It's like the game creators assumed that players are going to SFL. I bet that losing 3 mercenaries wouldn't look so horrible if I'd attack with 30+ mercenaries.
Re: Do you allow casualties?[message #204636] Mon, 22 December 2008 10:05 Go to previous messageGo to next message
WillyWonka

 
Messages:124
Registered:February 2006
Location: Sweden/Sverige
Having some casualties is a consequence of playing honestly, i.e. not reloading too much. Between day 11 and day 14 I lost 8 mercs. That
Re: Do you allow casualties?[message #204649] Mon, 22 December 2008 13:19 Go to previous messageGo to next message
Therion

 
Messages:29
Registered:December 2008
Did these losses make the AIM mercs unavailable too?
Re: Do you allow casualties?[message #204771] Wed, 24 December 2008 02:06 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
with vanilla i once was down to 19 hireable (=living) mercs (all m*e*r*c-mercs gone to the fishes). i do not see any sense in fighting a war, in which only the enemy is about to by a farm.
Re: Do you allow casualties?[message #204803] Wed, 24 December 2008 11:56 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
Therion
... I gave them two bursts from XM-8 as a parting gift.


your a little too fast, son.

win a few battles, and your reputation goes up again. you then may hire any AIMmerc. low reputation means 'right now' - and some mercs do have a problem with it on a way lower extend. i do court-martial my team when necessary (unfortunately i can't jail them or cut their wages - so it's always two rounds of .38 glaser) - but buns and grizzly fulfilled their contracts. guess it's okay to shoot them for going awol, but they didn't do that. you are quite simply a murderer - and i hope you have to start a new game now.

no 2

as to your 'superior tactics' - you will run short of hireable personnel way off meduna, (guess you are the reincarnation of one wwI-general like 'hunter-bunter'. he congratulated a fellow-general (who followed h-b's orders) on having 'blooded the pubs'.

[Updated on: Wed, 24 December 2008 12:05] by Moderator

Re: Do you allow casualties?[message #204815] Wed, 24 December 2008 15:33 Go to previous messageGo to next message
Therion

 
Messages:29
Registered:December 2008
Logisteric
Therion
... I gave them two bursts from XM-8 as a parting gift.


your a little too fast, son.

win a few battles, and your reputation goes up again. you then may hire any AIMmerc. low reputation means 'right now' - and some mercs do have a problem with it on a way lower extend.

Yeah, but reputation of AIM was very low at the moment (i.e. I didn't know that they would change their mid later).

Logisteric
i do court-martial my team when necessary (unfortunately i can't jail them or cut their wages - so it's always two rounds of .38 glaser) - but buns and grizzly fulfilled their contracts. guess it's okay to shoot them for going awol, but they didn't do that. you are quite simply a murderer - and i hope you have to start a new game now.

My character - Anna "Raven" Kruk

[Updated on: Wed, 24 December 2008 15:36] by Moderator

Re: Do you allow casualties?[message #204819] Wed, 24 December 2008 15:58 Go to previous messageGo to next message
incognito253

 
Messages:53
Registered:December 2008
Location: Ohio, USA

Maybe Hunter-Bunter took a futuristic XM-8 automatic weapon and gunned down his own men for their daring to think of their own survival.

My main character, Alison "Justice" Pearson, is a mercenary and takes exception to your Raven's anti-capital sentiments. He is also a man, despite the name, and will destroy your character's poorly executed ideal of social equality with Star Wars lasers. I.E., he will spend his blood money on meaningless gun upgrades and semi-useful ballistics research until she bankrupts herself.

Any plan good enough for Reagan is good enough for a bloodthirsty, mentally unstable mercenary.

So have you ever hired Raven, the clearly American mercenary, from A.I.M.?

Or would that cause a capital communist chick conflict? mmm....consonance.
Re: Do you allow casualties?[message #204820] Wed, 24 December 2008 15:58 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
Therion
... Basing on what? ...


casulties!

loosing 3 out of 6 mercs = 50% for a single objective (drassen). h-b did the same at the second battle of krithia (6.-8.5.1915), but he lost 50% (33% shot dead) of 156th brigade of the 52nd division (sorry Lokie) in three consecutive full frontal assaults. thus he earned himself the nickname 'the butcher of helles'. he later was transferred to france, where he gave further help to the german war efforts.

shooting 66% of the survivors does shurely not raise your reputation as an employer of mercenaries. i hoped that there is a deadline with aim (comparable to the one of m*e*r*c, when you simply can't hire anyone any longer - due to not paid bills).

i lost my first two mercs (haywire+tex) in the tixa-basement ( ... and i do not reload). this is superior tactics.


happy x-mas - i hope you get a copy of carl von clausewitz' 'vom kriege' or uncle che's war diaries as a present.
Re: Do you allow casualties?[message #204821] Wed, 24 December 2008 16:09 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
Buzzsaw
Maybe Hunter-Bunter took a futuristic XM-8 automatic weapon and gunned down his own men for their daring to think of their own survival.


twice wrong:

1. g
Re: Do you allow casualties?[message #204828] Wed, 24 December 2008 17:49 Go to previous messageGo to previous message
Therion

 
Messages:29
Registered:December 2008
Logisteric
Therion
... Basing on what? ...


casulties!

loosing 3 out of 6 mercs = 50% for a single objective (drassen). h-b did the same at the second battle of krithia (6.-8.5.1915), but he lost 50% (33% shot dead) of 156th brigade of the 52nd division (sorry Lokie) in three consecutive full frontal assaults. thus he earned himself the nickname 'the butcher of helles'. he later was transferred to france, where he gave further help to the german war efforts.

Now, let's point out some differences:
None of the Battles of Krithia were succesful - each one ended with slaughter of Allied forces.
One the other hand, I won every battle when fighting for Omerta, on the route to Drassen and in Drassen. Your comparison would be correct if I'd lose every battle.

During the Battles of Krithia the allied forces suffered roughly the same number of casualties as the Turks - 1:1 - my team suffered only 3 dead per 45 enemies personally killed by my mercs - that's 1:15. And the enemies actually were able to shoot - from what I've noticed they didn't have much problems with scoring hits from the edge of visual range. That's how Ice died - he was crouching on a roof, providing fire support with his Minimi, when suddenly three guys came out from behind a building on the edge of visual range and started shooting at him, scoring a few hits too much and too fast (I guess it's because M1 Garand has range twice as long as visual?).
Your comparison would be valid if in every battle I would kill only 1-2 enemies and withdraw while losing the same number of mercs.

Also, all my mercs were provided with a proper supplies and medical aid.

So, your comparison is completely wrong.

Logisteric
this is superior tactics.

I meant superior to the enemy tactics :blah: . My mercs got 1:15 casualties against equal enemies, while my enemies have 15:1 and my fresh militia in that Drassen mine defence battle got 1:1 or even 2:1.

Logisteric
shooting 66% of the survivors does shurely not raise your reputation as an employer of mercenaries. i hoped that there is a deadline with aim (comparable to the one of m*e*r*c, when you simply can't hire anyone any longer - due to not paid bills).

Well, frankly, if my character would be a mercenary, she probably wouldn't join some random guy without money to pay for her services.

Buzzsaw
My main character, Alison "Justice" Pearson, is a mercenary and takes exception to your Raven's anti-capital sentiments. He is also a man, despite the name, and will destroy your character's poorly executed ideal of social equality with Star Wars lasers. I.E., he will spend his blood money on meaningless gun upgrades and semi-useful ballistics research until she bankrupts herself.

Sorry, I don't roleplay outside of games.

[Updated on: Wed, 24 December 2008 18:15] by Moderator

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