Home » OTHER STRATEGY » JA3 Wish List » No more strange creatures!
Re: No more strange creatures![message #4061] Fri, 31 March 2006 20:10 Go to previous messageGo to next message
Bearpit

 
Messages:1076
Registered:August 2001
Location: Sydney Australia.
After an absence of many months Richard is back.
Can only mean there's tangible progress with JA3D :devilglasses:

I bet those Russian guys had awfull problems coding user controlled weapon shooting into the game engine .... well I hope it's like that not give orders & watch mercs do stuff themselves as originally planned.

Come on Richard .... tell us the mercs can take individual shots, throw stuff, crouch, go prone, put on camo, use 1st aid kits, repair stuff just like JA2.
Re: No more strange creatures![message #4062] Sat, 01 April 2006 01:57 Go to previous messageGo to next message
Richard

 
Messages:29
Registered:June 2004
Location: Montr
Of course they can Bear :headscratch:
Re: No more strange creatures![message #4063] Wed, 05 April 2006 00:32 Go to previous messageGo to next message
Bearpit

 
Messages:1076
Registered:August 2001
Location: Sydney Australia.
So what's the story.
When do we see JA3D on the shelves ?

BTW .... have Mist recoded the Alfa Antiterror engine for JA3D only ?
Or is JA3D testing the waters and later using that same engine for JA3 but translated into a full length campaign type game instead of a series of missions.
Re: No more strange creatures![message #4064] Wed, 05 April 2006 03:03 Go to previous messageGo to next message
Richard

 
Messages:29
Registered:June 2004
Location: Montr
All I can say at this time is that JA3 and JA3D are different beasts.

I do not have any date for 3D yet. Until I am satisfied that the feel of the game is right I would not commit myself.

There is progress though and things are getting more interesting with every new version.
Re: No more strange creatures![message #4065] Wed, 05 April 2006 15:30 Go to previous messageGo to next message
Bearpit

 
Messages:1076
Registered:August 2001
Location: Sydney Australia.
OK thanks Smile Have you actually visited the design studio to see first hand what's happening ?
More questions if you dare.

Voices
You have in stock thousands of merc responses to just about everything so it's relatively easy to take a selection from each merc to include into a new engine to suit generic situation responses. The mercs are secondary players with personality but your custom carries the new story being the one who interacts with NPCs.
This preserves the character & continuity of JA matching familiar faces to voices plus saves on re-recording.

So that leaves NPCs & players custom character needing full sets of story specific lines.
Is this how you intend to work JA3 ?

Full campaign JA3
Will this be a free to roam gameworld like JA2?

Camera
It's hard to beat the snap to action & gradually becoming transparent buildings system for JA2.
There were some criticizms of Mist's control system & camera angles.
Sirtech got it right first time .... will JA3 follow on with this proven formula ?

Mod Friendly
From the outset will JA3 be designed with expandability in mind & provide comprehensive modding tools plus editor for players to dabble with ?
Re: No more strange creatures![message #4066] Wed, 05 April 2006 18:47 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Quote:
Originally posted by Richard:
JA3 will have an optional sci-mode.
Since it is optional, all one needs to do is keep it turned off.
Well, then I hope it plays a larger role than in JA2 when I choose to turn it on.
Re: No more strange creatures![message #4067] Fri, 07 April 2006 07:15 Go to previous messageGo to next message
Richard

 
Messages:29
Registered:June 2004
Location: Montr
@Bearpit
More voices will be needed to take the added possibilities into account, even for the mercs

3D is using current voices and adding NPC voices (the way you are suggesting it could be done).

Yes, JA3 is a full blown free roaming game

Sirtech got it right the first time? JA was not done in 3D before. Camera handling in a 2D isometric view is not like camera handling in a full 3D environment.
Lets put it this way: Camera handling will get a polish equivalent to what JA deserves.

It should be relatively mod friendly and tools should be available.
We will see as the project gets developed what precise tools are to be created even for the game development itself.

@Harper
The role played is indeed more important and can have impacts other than an occasional diversion and annoyance is specific regions.
Re: No more strange creatures![message #4068] Fri, 07 April 2006 15:56 Go to previous messageGo to next message
Bearpit

 
Messages:1076
Registered:August 2001
Location: Sydney Australia.
Thanks Richard.
We're starting to get enough questions & answers for an interview scenario Smile

Characters & Missions
Will JA3 feature cutscenes similar to JA3 where campaign progress & game events are portrayed through Deidranna & Elliot interactions ?
Have you considered cutscenes for multiple sides ... factional leaders, government, rebels, Mercs employer .... or is it more of a Mercs VS a main protagonist affair?

Micromanagement
What level of intensity is planned?
Will players find everything that's dropped by enemies or a more limited like JA2 to prevent mountains of gear accumulating.
Will items found or left at locations persist like JA2 sector inventory able to be recovered later?
Will there be safe locations to store stuff ?

Vehicles
Will there be vehicles ? Will vehicles have storage capability ? Will vehicles be armed or are they only for transport ? Will the enemy use vehicles ?

Artificial Intelligence
Are we talking smart enemies using mobile tactics or sitting ducks with more & more ducks piled on at higher difficulty levels ?
There aren't respawning enemies at locations are there ?
Do enemies have an overall campaign plan to reoccupy taken areas or are principal locations fight & forget scenarios ?

Objectives
Are we looking at taking & holding ground then leaving or hiring someone to guard captured locations or more of a mobile complete objectives then move on type of game.
Re: No more strange creatures![message #4069] Fri, 07 April 2006 19:32 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Quote:
Originally posted by Richard:
@Harper
The role played is indeed more important and can have impacts other than an occasional diversion and annoyance is specific regions.
That sounds good Smile

My last wish is that the developement was guided by what Ian Currie expressed in an interview some years ago:

"Great tactical battles don't necessarily have to come from first hand experience and familiarization with firearms. I would rather worry about what makes a great game than a great simulation. If that means having a weapon that does action x and has qualityy y, then so be it; I don't want to be restricted by reality - it's too limiting and can be detrimental to gameplay."


Ehhhh...btw...the game won't be released in...ehhhh...May or so?
Re: No more strange creatures![message #4070] Fri, 07 April 2006 22:34 Go to previous messageGo to next message
Richard

 
Messages:29
Registered:June 2004
Location: Montr
@Bearpit
Characters & Missions
Multiple sides mean a more intricate plot and, therefore a somewhat different approach.
Things will depend on whom with the player sides.

Micromanagement
Not sure I understand what you mean by intensity.
Things need to be limited in some ways and yet provide sufficient loot to help balance a budget and provide some rewards too. If you are being shot at with a very
Re: No more strange creatures![message #4071] Sat, 08 April 2006 02:39 Go to previous messageGo to next message
Lytinwheedle

 
Messages:79
Registered:November 2001
Location: Luxembourg
Vehicles...

I suppose it is horribly hard to integrate them in a meaningful way, without having to set an entire dev team that focus solely on vehicle mechanics.

Slightly related, ages ago, I had mapped out a whole functioning transportation network for a JA type game. It would include local loyalty (The happier they are, the more tip-offs you get about patrols and resupply runs by the enemy, with low loyalty meaning that you hear someone mumble 'There is a transport going from Drassen to Omerta this week' to 100% loyalty 'My brother just told me that the Omerta garrison is getting a crateload of shells/some elite reinforcments. They will be traveling over the road in a small convoy, BMP and an Ural, and are sheduled to leave at 14:00 in two days.'

The transportation network would use the normal local roads.
You have various nodes:
-Garrisons
-Local HQ
-Depots
-Barracks
-Manufacturing plants/Mines (ressource nodes)
-Shipment centers (airfields, harbors)
that are all interconnected.

Garrisons that do heavy patrolling and get into firefights with your forces and rebel units will require frequent ammunition and weapon resupplies from dumps. They also get regular reinforcements trucked in from the local barracks/HQ.
The other way round, officers with intelligence report to HQ/captial. Trucks with ressources (ore/goods) gets sent back to the capital or a shipping location (airfield harbor). Prisoners (villagers) are sent off to HQ for interrogation (or interrogation centres).

All these transports are bound to local roads. The more the campaign progresses, the harder these transport events will be. While right at the start, an officer will take a bike or a jeep to go to HQ, after the rebel threat grows and things get intercepted a lot, they will slowly start escorting things. Jeeps with HMGs, A truck with troops, a BMP, a BMP loaded with elite troops and a ZSU23-4 AA track to provide convoy security. Maybe even the odd MBT.

Local alertness will also have other impacts on a convoy. Prisoner transports deep in the heart of the enemy territory, with rebel activity tens of sectors away will be less alert than a resupply/relief column heading towards a besieged garrison.
A convoy in a 'safe' area will be less likely to spot the land-mines, and enemy troops will be dozing in the back of a truck. A convoy on final approach to a place under siege will be at full alertness, move carefully, armored vehicles are buttoned down and troops will be escorting the trucks on foot, with others patrolling through the undergrowth ahead while probing for mines.

Taking out these supply routes would not be vital, but it would help.
-without reinforcements, garissons will not be able to patrol agressively and launch small local counterattacks against your cities/mines.
-without supplies, same situation. You might also be less at risk of encountering troops guarding the outpost with scoped up FALs while you are still passing around two rusty AKs. Plus you get their loot, so a few boxes of 5.56 ammo, 6 grenades or even a new SMG is always welcome.
-intercepting officers gives you intelligence (this place is guarded by 20 normal and 3 elite troops. There is a .50 MG at this map spot.)
-intercepting prisoner convoys and releasing prisoners is one of the ways for you to raise your reputation with the locals.
-intercepting goods shipments means that you get extra cash and maybe also that the enemy feels the squeeze, slowly (only able to buy one replacement BMP rather than two.)

Drivable vehicles would be great fun, yet, to stop them from being imbalanced, you migh thave to make them extremely realistic. (Armor penetration values for every segment, etc...). Otherwise the risk of just walzing through the rest of the game with your one captured T55 is a bit high. JA is an infantry/insurgency game.
Re: No more strange creatures![message #4072] Sat, 08 April 2006 03:27 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I think as long as there are LAW rockets and such, we wouldn't have to worry about anone walzing through the rest of the game in a T55. Even farther, if you allow for damage up to and including death for mercs inside, vehichles have a built in balancing factor.

Richard said he didn't want to talk about it so all this is most likely achademic.

As far as the multi factions and the ability for neutrals and enemies to use map items and weapons I say this is another great step foreward. Everything I've heard so far (with the exception of the mission based crap) about the way the team is handling JA3 is so close to perfect it almost makes me nervous.

Good job Richard! Thanx for the update.
Re: No more strange creatures![message #4073] Sun, 09 April 2006 22:07 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Slightly OT, but does anyone know if there was already said something about the hardware requirements?
Re: No more strange creatures![message #4074] Tue, 11 April 2006 02:05 Go to previous messageGo to next message
Richard

 
Messages:29
Registered:June 2004
Location: Montr
No official min requirements yet.

The aim is to have it run fine on lower end, around 1500 with ordinary vid card, but to have it shine on higher end.

Other than that, nothing official at this time.
Re: No more strange creatures![message #4075] Wed, 12 April 2006 18:49 Go to previous messageGo to next message
LegacyOfApathy

 
Messages:101
Registered:September 2004

Eeee... *feels shy*

I always really enjoyed being able to use hand to hand and martial arts. I think, for whatever reason, stamina didn't work properly for the enemies, you can knock them down, and they'll get right back up the next turn. Luckily, one of Dvornik's bugfixes made it work right. If you whack someone really good with a crowbar, they're not likely to get back up really soon.

Of course, theres not gonna be any burst bugs or stamina rollover problems in the next games, so no real need to bring it up, right Wink

***

I really loved the ability to disarm\steal weapons right out of the enemy's hands. After the first time I saw Dr. Q do this, he earned a permanent position on all my future teams. There is just something really satisfying about stealing weapons from people. If a grunt has a rifle that can kill my teamates in one shot, or bypass armor I go. "Oooh! I must have it!"

The only problem I have is, most of the time when I try to steal, especially with other characters. The game kinda... locks up\freaks out. And I have that stopwatch icon while the game decides the outcome. I never really figured out why that happens.


In the future games, I'd still like to have that ability, just that the game would calculate the outcome faster.

'You have failed to steal the soldiers weapon!'

'You have sucessfully stolen the RPK!"

or perhaps, 'You can't steal cats claws\creature teeth'

I just woke up, so the messages might be more imaginative\more pretty.

***

Some of the suggestions I've seem for the 1.13 mod for JA2 sound good. Like being able to sell all the items in a sector for a fraction of their worth, or being able to ask militia what weapons they are carrying, or even give limited orders (ie. Follow me, take cover, run away).

People really seem to love their militia, I can't blame them. I've often wished I could give them\buy them better equipment
***

Grenades were super-useful in JA1. And in the custom campaign Vietnam SOG'69. Molotov cocktails were powerful, if not prone to making my characters highly explosive.

In JA2, grenades seem to do very little damage to an armored opponent (about ten damage or less, I would guess).

I think either armor should be weakened, or explosives need to be more powerful Razz . About oh say, 30 points of damage to a heavily armored opponent? It would also make the enemys grenades a lot more dangerous.

*Just imagines a volly of grenades landing on our poor, unfortunate mercinaries*

***

Forgive me, I tend to be very long winded.


We all appreciate the work that you are doing, and especially appreciate the fact that you talk to the fans and ask for their input. I haven't seen this happen very often (at least, not with other people).
Re: No more strange creatures![message #4076] Wed, 12 April 2006 19:01 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Quote:
Originally posted by Richard:
Other than that, nothing official at this time.
Of course that leads me to the question whether you have any idea roughly when something official may be announced and, if so, if you share it with us?
Re: No more strange creatures![message #4077] Fri, 21 April 2006 02:03 Go to previous messageGo to next message
Richard

 
Messages:29
Registered:June 2004
Location: Montr
Doing so would be like making some kind of official announcement, no?
Re: No more strange creatures![message #4078] Fri, 21 April 2006 20:25 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
No, it would be more like making some kind of unofficial announcement Wink
Re: No more strange creatures![message #4079] Wed, 09 August 2006 18:00 Go to previous messageGo to next message
Zachoman
Messages:7
Registered:September 2002
Location: Australia
I don't see a problem with the Creptis at all.

Aruclo is only a hypothetical country, who are we to question what kind of animals exist in a country that doesn't exist?

Carnaverous, Subterran insects exist in real life.

Arulco's are just a hell of a lot bigger.
Re: No more strange creatures![message #4080] Thu, 07 September 2006 05:27 Go to previous messageGo to next message
Richard

 
Messages:29
Registered:June 2004
Location: Montr
This time it won't be insects though.
Re: No more strange creatures![message #4081] Thu, 07 September 2006 14:38 Go to previous messageGo to next message
Beamer
Messages:7
Registered:December 2002
Location: Newark, NJ
I dug the strange creatures. Thought it added some character to the game.

I'd like to see more unique deaths, though.
Re: No more strange creatures![message #4082] Thu, 07 September 2006 18:49 Go to previous messageGo to next message
Bearpit

 
Messages:1076
Registered:August 2001
Location: Sydney Australia.
Unique deaths ... yes.
Both arms drop off and head pops with customary fountain of blood when unfortunate subjects torso becomes the final resting place for a 20MM OICW projectile.
Re: No more strange creatures![message #4083] Mon, 11 September 2006 01:44 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
what about a 'lost valley' scenario complete with dinos, large and small or is that too nintendo?


Re: No more strange creatures![message #4084] Thu, 14 September 2006 17:51 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Nice to see that Richard is still around Smile Personally I don't see any need for "unique deaths". IMO, animations should stay functional.
Re: No more strange creatures![message #4085] Wed, 20 September 2006 11:35 Go to previous messageGo to next message
Beamer
Messages:7
Registered:December 2002
Location: Newark, NJ
Personally I don't see any need for "unique deaths". IMO, animations should stay functional.
[/q]

C'mon. What was more satisfying than sitting on a roof above a door, waiting for a guy to step out of the building, and popping his noggin clean off?
Re: No more strange creatures![message #4086] Thu, 21 September 2006 04:49 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
shootin a lying down sniper, whos covering your other team,right up his trouserleg , or thereabouts hehe


Re: No more strange creatures![message #4087] Sat, 23 September 2006 02:34 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Quote:
Originally posted by Beamer:
C'mon. What was more satisfying than sitting on a roof above a door, waiting for a guy to step out of the building, and popping his noggin clean off?
Actually, I always switched Blood/Gore off since I found it disgusting. Usually, I found it satisfying to win a battle against bad odds, which became even more intersting when the Ironman mode was introduced with Gold.
Re: No more strange creatures![message #4088] Sat, 30 September 2006 17:21 Go to previous messageGo to next message
Wounded Ronin

 
Messages:79
Registered:August 2006
Quote:
Originally posted by Harper:
Actually, I always switched Blood/Gore off since I found it disgusting.
You, my friend, are a very unusual video game player. In my experience a lot of people who like military-themed video games liked gore. Did you ever see the extra gore multiplayer mods made for Soldier of Fortune II? If you thought SoFII and the GHOUL system were gory, imagine someone modding that so that whenever you shoot someone in the head and kill him his head explodes in a giant bloody sphere with a pinkish grey brainmatter center.

Anyway, as far as I'm concerned, a certain amount of gore is more realistic. If someone eats a multitude of rounds out of a M60 machinegun or is directly hit by a mortar shell he should be ripped to shreds. Just read "All Quiet On The Western Front"...
Re: No more strange creatures![message #4089] Mon, 02 October 2006 04:08 Go to previous messageGo to next message
Kid West

 
Messages:14
Registered:May 2004
Location: USA
I'm for realism. It means blood & gore and more "unique deaths".
Re: No more strange creatures![message #4090] Mon, 02 October 2006 21:00 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
I do not think that from the fact that gore has become more common in video games since e.g. 1995 it can be concluded that more gore should be in Jagged Alliance 3, in so far I do not understand the point of the things you mentioned.

The argument of "more realism" is often used, but again, from the fact that something is more realistic can't be concluded that it increases the quality of gameplay.
Re: No more strange creatures![message #4091] Tue, 03 October 2006 10:49 Go to previous messageGo to next message
Wounded Ronin

 
Messages:79
Registered:August 2006
"A glock in 9mm dosen't usually blast someone's head off, but I guess for a video game you need a little pizzaz."

-John Mullins, 3 tours in Vietnam, ex PHEONIX program

Wink
Re: No more strange creatures![message #4092] Thu, 05 October 2006 00:59 Go to previous messageGo to next message
Lucas

 
Messages:312
Registered:June 2006
Location: Londrina, PR, Brazil
Blood and gore...

Duke Nukem 3D had a Parental Lock to disable the blood, gore and other heavy stuff in the game... Wink
Re: No more strange creatures![message #4093] Thu, 05 October 2006 01:01 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Well, there's some blood on the ground if someone gets hit. That's enough. It's functional. Obviously, watching gore has nothing to do with playing a game. So it's my opinion that if people want gore it's not for the sake of a game, but only to please a primitive voyeurism.
Re: No more strange creatures![message #4094] Thu, 05 October 2006 09:44 Go to previous messageGo to next message
Wounded Ronin

 
Messages:79
Registered:August 2006
Quote:
Originally posted by Harper:
So it's my opinion that if people want gore it's not for the sake of a game,
I think that for someone who likes simulationist-style gaming, details of any kind, including realistic gore, are part of the game, since the goal of a simulationist game is to recreate reality as much as possible within certain parameters.

For example, if were were playing table top strategy games with models and miniatures and lots of rules, we would probably prefer to have a model panzer tank with all the correct webbings and markings on the outside than we would an unpainted panzer-shaped block of wood. Along with a decent rule set in this case a decent model would be part of the quality of the game.

Likewise, I feel like America's Army (www.americasarmy.com) is a better FPS game because of all the attention that it pays to detail. Your rifle can jam in that game and to clear the jam your character clears the chamber, whacks the bottom of his magazine, and hits the forward assist. That's attention to detail not found in most other games where your M16 simply won't jam. AA is the *only* game I've seen which depicts hitting the forward assist on a M16. Because these details were thoughtfully included, I enjoy the game more as I feel it is a more lovingly-constructed representation of certain aspects of reality.

In a game you can ever get full realistic emulation of a complex subject; instead, you must simply choose certain elements you wish to represent and certain parameters you will manipulate in order to do so. I feel that well detailed visual representations are a perfectly valid element to choose to emulate.


Quote:
but only to please a primitive voyeurism.
How primitive can it be if you're very detail-orientated? The primitive man doesn't research archived footage, read war accounts, and look at autopsy photos. An intellectually intense approach to research is the opposite of the primitive mind.
Re: No more strange creatures![message #4095] Fri, 06 October 2006 07:59 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Well, Jagged Alliance never was a simulationist game; that is the point.

Ian Currie in an interview (5th Oct. 1999):

"To some fans, the JA series has become the tactical battle simulator and want realism only. Personally, I can't relate to that, even though I understand and appreciate it. I've barely even seen a gun in my lifetime, let alone handle one and am not interested in that. To me, JA is the characters, the role-playing and the intense battles. Great tactical battles don't necessarily have to come from first hand experience and familiarization with firearms. I would rather worry about what makes a great game than a great simulation. If that means having a weapon that does action x and has qualityy y, then so be it; I don't want to be restricted by reality - it's too limiting and can be detrimental to gameplay. Personally, I think one of JA's weaknesses are fighting the same type of human after human. There's only so much variety. At this point, I guess that's the best I can do answering this question."
Re: No more strange creatures![message #4096] Fri, 06 October 2006 10:52 Go to previous messageGo to next message
Wounded Ronin

 
Messages:79
Registered:August 2006
Quote:
Originally posted by Harper:
Well, Jagged Alliance never was a simulationist game; that is the point.

Ian Currie in an interview (5th Oct. 1999):

"To some fans, the JA series has become the tactical battle simulator and want realism only. Personally, I can't relate to that, even though I understand and appreciate it. I've barely even seen a gun in my lifetime, let alone handle one and am not interested in that. To me, JA is the characters, the role-playing and the intense battles. Great tactical battles don't necessarily have to come from first hand experience and familiarization with firearms. I would rather worry about what makes a great game than a great simulation. If that means having a weapon that does action x and has qualityy y, then so be it; I don't want to be restricted by reality - it's too limiting and can be detrimental to gameplay. Personally, I think one of JA's weaknesses are fighting the same type of human after human. There's only so much variety. At this point, I guess that's the best I can do answering this question."
But that very quote demonstrates how a lot of fans enjoy and wanted a greater degree of simulationism.

Simulationism and role-playing-game-ism aren't mutually exclusive. I would argue that the majority of the quests are unrealistic but including them is part of what makes a role playing game. However, the existence of quests and goofy characters doesn't mean that the game isn't enhanced by the complexity of reality when it comes to, say, small unit tactics.
Re: No more strange creatures![message #4097] Fri, 06 October 2006 17:09 Go to previous messageGo to next message
Harper

 
Messages:149
Registered:June 2003
Location: Germany
Quote:
But that very quote demonstrates how a lot of fans enjoy and wanted a greater degree of simulationism.
The term that was used is some, not a lot of. If there are fans that "enjoy and want a greater degree of simulationism" for the sake of simulationism alone than this is very fine; I hope that they will get such a game some day, and I hope it won't be JA 3.

Quote:
Simulationism and role-playing-game-ism aren't mutually exclusive. I would argue that the majority of the quests are unrealistic but including them is part of what makes a role playing game. However, the existence of quests and goofy characters doesn't mean that the game isn't enhanced by the complexity of reality when it comes to, say, small unit tactics.
Although this is correct it has nothing to do with what we are discussing here.

I have never denied that including certain aspects of reality could enhance gameplay. I have denied that from including more aspects of reality it does automatically follow that gameplay is enhanced. That implies my opinion that there are aspects of reality that, when included, actually decrease the quality of gameplay, an opinion that isn't shared by the "simulationist" per definition.

And I have denied that enhancing the aspect of gore, independently of the question whether it is an aspect of realistic combat or not, enhances gameplay.
Re: No more strange creatures![message #4098] Sun, 08 October 2006 05:31 Go to previous messageGo to next message
Lucas

 
Messages:312
Registered:June 2006
Location: Londrina, PR, Brazil
In fact, in JA and JA:DG when the enemy dies he's corpse decays (and disappears) in few seconds... Just like when you type [enter]IocainePowder[enter] on Warcraft III, heh.
Re: No more strange creatures![message #4099] Sun, 08 October 2006 22:21 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
i think we could do without crows n corpses lying for days, as soon as your out of sector they should be gone , they're pointless !


Re: No more strange creatures![message #4100] Wed, 25 October 2006 18:16 Go to previous messageGo to previous message
daespo

 
Messages:11
Registered:October 2006
Location: Germany
I think they'd just keep it like it was in JA2. Maybe make the splatter-anims (like any other anim in the game) better. But leave the player the option to turn off those gore-anims.

No changes needed at all. JA2 was bloody enough. More gore would be just as useless as those corpses getting eated by crows...

2 Topic: Same goes for the creatures. I liked those giant cockroaches. And as long as you're able to witch creatures on/off it shouldn't be a problem for anybody.
Previous Topic: More critical hits
Next Topic: Does it really matter?
Goto Forum:
  


Current Time: Thu Jul 27 23:35:07 EEST 2017

Total time taken to generate the page: 0.01597 seconds