Sci-Fi[message #3940]
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Tue, 01 February 2005 08:48
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MagicJuggler |
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Messages:24
Registered:January 2005 |
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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
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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.)
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Private 1st Class
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Re: Sci-Fi[message #190847]
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Tue, 15 July 2008 11:53
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Tyco |
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Messages:188
Registered:September 2001 Location: Be'er Sheva, Israel |
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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 Report message to a moderator
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Staff Sergeant
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