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Sci-Fi[message #3940] Tue, 01 February 2005 08:48 Go to next message
MagicJuggler

 
Messages:24
Registered:January 2005
I think that in JA2, there weren't enough differences between realistic and Sci-Fi. Sci-Fi only added bugs, and realism kept Rocket Rifles and the Robot Merc. Eh?

If the next game comes out and offers a choice between Realistic and Sci-fi, the differences should be far greater. All the out-there tech, like Robot Mercs, Rocket Rifles, and the X-ray scanner, as well as bugs, should be limited to Sci-fi.

However, I think Sci-fi should be expanded even further, with more weapons that would not be seen in real-life. Cybernetic power-armor, thermite plasma grenades (in realistic mode, only demolition charges would use thermite), and the ability to domesticate bugs should be added (hmm...imagine using the Crepitus as cavalry mounts!). Bring back the Rocket Rifle, add companion weapons like a launcher that fires joystick controlled missiles (ignore blocking terrain) and add quests to destroy particle-beam towers and such (a Tesla death ray maybe...
http://www.rense.com/general10/deathray.htm
).

Keep the X-ray scanner. Add more such gadgets, like thermal goggles, cloaking devices, and electroactive armor. Give the mercenaries a quest to steal a prototype V-22 Osprey for transportation. Allow the mercenaries the ability to equip themselves with cybernetics (some would have rejection issues; they cannot equip impants. Gasket comes to mind, not having a colon.)
Re: Sci-Fi[message #3941] Tue, 01 February 2005 16:10 Go to previous messageGo to next message
themglman

 
Messages:74
Registered:October 2001
Location: Texas
The Madlab robot wasn't sci-fi , it's just like the robots Police and Military use in real life . I wouldn't mind it being left out though .

http://www.policeoneproducts.com/police/technology/robots/

I do agree the Rocket Rifle should of been left out of Realistic mode in JA2 . As for future games , Sci-fi mode should be left out .
Re: Sci-Fi[message #3942] Tue, 01 February 2005 19:57 Go to previous messageGo to next message
pavel

 
Messages:38
Registered:November 2004
Location: Russia/South Africa
I'm not a fan of sci-fi mode, so I rarely play it.

But if they are to include a sci-fi mode in future ja games, why not include aliens, not bugs but proper humanoid intelligent aliens with 5 trillion gigawatt deathray lasers, energy shields, teleportation and cloaking devices like in predator.

The sci-fi mode should be optional, as I'm sure most people wont like it.
Re: Sci-Fi[message #3943] Wed, 02 February 2005 01:24 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I really liked the Sci Fi mode. It was handled with a tastefullness and humour rarely seen in computer games. Most importantly, it was handled with restraint.
I definately agree the Rocket Rifles should have been confined to the Sci Fi mode (although it's interesting to note there are a few weapons very similar to this that have been in development since the 50s and today there is a prototype remarkably similar). But I also think Healing Boosters should have been put there.

If they add Sci Fi mode I really hope they do so with the same restraint and taste that made the original enjoyable. Perhaps going into more depth about the origin or hierarchy of the Crepitus would be cool as would introducing new Sci Fi creatures (perhaps Crepitus Riders an intellegent life form that uses the Crepitus for beasts of burden or some folklore creatures like undeads or werewolves).

In any event it would be madness for them not to make Sci Fi optional if they have it at all. I can live without Sci Fi (although it would be missed), but I'd hate to see the whole game transformed into a Sci Fi only storyline.

I like Juggler's ideas for the most part (although I think things like the Tesla death ray would wreck the game balance) but I think pavel must have been joking.
The most important consideration to me is that whatever new thing they introduce doesn't upset game or storyline balance to the point where the whole game revolves around this new thing.
Re: Sci-Fi[message #3944] Wed, 02 February 2005 08:29 Go to previous messageGo to next message
MagicJuggler

 
Messages:24
Registered:January 2005
I was thinking of the Tesla Death ray as a giant stationary emplacement, like those the Soviet Union was rumored to have attempted construction on at Semipatlavisk, Kazhakstan. I agree that as a personal weapon, it would be too unbalanced, but as a giant fortification, it would make a neat quest.
Re: Sci-Fi[message #3945] Wed, 02 February 2005 21:11 Go to previous messageGo to next message
pavel

 
Messages:38
Registered:November 2004
Location: Russia/South Africa
The Tesla Coils were just Soviet propaganda. Can you seriously believe that they had a way to move electricity through the air and use it as a weapon in the 1920s? We will never know as Nicola Tesla did not keep any written records and all his secrets died with him.

Anyway, intelligent aliens like the Protoss in Starcraft would be really cool in a ja game.
Re: Sci-Fi[message #3946] Wed, 02 February 2005 21:15 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
We will never know as Nicola Tesla did not keep any written records and all his secrets died with him.

and the americian special police went in and took all they could find and put it under top seceret so no one will be able to see it
Re: Sci-Fi[message #3947] Thu, 03 February 2005 03:57 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Someone being able to harness the Earth's electromagnetic current in the 20's does seem a little far fetched. Then so does the Special theory of relativity being published in 1905 or tank, airship and submarine blueprints from the 16th century.
I think revolutionary ideas are there to be had in any generation. The real work is in taking an idea from paper to fruition.


Ahhh sorry, I drifted way into off topic land with this one.
Re: Sci-Fi[message #190711] Mon, 14 July 2008 10:37 Go to previous messageGo to next message
MikeT
Messages:7
Registered:July 2008
Location: Brisbane, Australia
Grindedstone
We will never know as Nicola Tesla did not keep any written records and all his secrets died with him.

and the americian special police went in and took all they could find and put it under top seceret so no one will be able to see it


He did keep written records. But someone decided to burn down his lab and much of it was lost.
Re: Sci-Fi[message #190716] Mon, 14 July 2008 12:35 Go to previous messageGo to next message
Cagemonkey

 
Messages:272
Registered:December 2001
Location: Sweden
I played the sci-fi mode once and I d
Re: Sci-Fi[message #190824] Tue, 15 July 2008 06:11 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
MikeT
Grindedstone
We will never know as Nicola Tesla did not keep any written records and all his secrets died with him.

and the americian special police went in and took all they could find and put it under top seceret so no one will be able to see it


He did keep written records. But someone decided to burn down his lab and much of it was lost.

After the KGB and the CIA had taken what they could get their grubby mits on, they burnt it. Problem for the CIA was the KGB beat them to it.

The Tesla Coil was never intended to be a weapon, its a demonstration of how electricity can bridge through the air and travel short distance.

Tesla also considered all his work with AC a failure after he discovered the power of etheric energy and wireless transmission of this etheric energy (often mistakenly called static).

As for Sci-Fi mode, liked it the first couple of times, though got bored of it and turned off the crepitus. Still think Bloodcats should be Sci-Fi only too.


Re: Sci-Fi[message #190847] Tue, 15 July 2008 11:53 Go to previous message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Sci-Fi mode added a new challenge, I.E., a very dangerous melee enemey. It gave players a good excuse to stock up on HP ammo (which is pretty much useless in later stages of the game) and rewarded the player with a limited amount of strong armor upgrade. It was all just a side quest with some plot elements (why there are no cemeteries and what is the queen's obsession with dead bodies) and the usual extra challange and reward.

To bring in alien races and star-trek tehcnology would ruin the restraint Khor1255 talks about which was the reason I think sci-fi mode worked so well in JA2. The extra challange did not obscure and took over the main story, and the reward was only three or four blobs of queen jelly which meant only a few mercs would have the extra advantage over enemy soldiers. Most importantly the sci-fi element merged well with the "realistic" feeling of the game (note the ""). Shields and cloacking devices, powered armor and cybernetic implants all add an immense advantage against the enemey and hijack the main story from its setting and into a Fallout/StarCraft setting. If you limit these things to only one item to be used by one merc, it gives him a superior advantage over the enemy; if you let enemy soldiers use it (like the RRs) then it really becomes something else and not Jagged Alliance.

If you're looking for more settings in the game world, how about a fantasy mode? A third game mode wich offers a fantasy related side quest and items such as divine blessings, magic spells, alchemical potions, and enchanted weapons. And some werewolfs and vampires.

[Updated on: Tue, 15 July 2008 11:54] by Moderator

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