SIZE OF THE TEAMS[message #4108]
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Tue, 24 October 2006 00:54
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GOTH |
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Messages:60
Registered:September 2006 Location: Portugal |
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The new JA should have the possibility of incresing the number of characters per team, and total of > 18.
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Corporal
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Re: SIZE OF THE TEAMS[message #4116]
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Fri, 10 November 2006 15:03
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gearsx |
Messages:3
Registered:November 2006 |
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Id say increase squad size to 8 mercs which is a 33% increase BUT also increase the number of enemies by 33%
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Civilian
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Re: SIZE OF THE TEAMS[message #4125]
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Tue, 21 November 2006 15:54
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Bearpit |
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Messages:1068
Registered:August 2001 Location: Sydney Australia. |
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There were some posts her made on 18-19 Nov but they vanished ??? as sometimes happens.
One area of discussion centered on whether there are advantages to a mainly mission based structure on a large gameworld with all areas available subject only to transport & enemy presence considerations as opposed to a more linear, advance, hold, train militia, gather supplies then advance to another location till you reach an endpoint as happens in JA2.
Players were given secondary missions at fixed locations, rescue Maria, kill Bloodcats, deliver Challice to Yanni, Kingpin wanting the Challice, and this necessitated holding territory then clearing a path through enemy held area to complete quests.
But the main objective was always entering a fixed point (capital) to assasinate a leader.
So from that fixed perspective it's interesting to imagine alternate possibilities.
Except for specialized one off quests, missions fall roughly into these categories:
1. Rescue person A then escort to area X
2. Assasinate baddie A in area X
3. Assasinate baddie A but you have to find them first.
4. Engage enemies in area X
5. Deliver an item to person A in area X.
6. Pick up an item from person A in area X.
7. Pick up an item from person A & deliver to person B.
8. Sabotage or destroy an object in area X.
9. Covertly infiltrate area X to do something.
You could do all of these things from a base of operations without necessarily holding towns or areas of countryside and perhaps create temporary forward bases then withdraw.
In JA2 quest instructions were issued face to face yet there existed a laptop ... which can just as easily convey instructions via e-mail.
A condition of victory might be to succeed in a given number of missions without being required to conquer & hold ever increasing areas of territory.
The final mission might be something spectacular or far into enemy held territory but not necessarily to hold territory.
JA2 was in effect a strategic board game with, finances, micromanagement, roleplay - quest structure and combat .... lots of combat.
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Sergeant Major
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Re: SIZE OF THE TEAMS[message #130403]
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Thu, 22 February 2007 03:12
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Annapolisjohn |
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Messages:117
Registered:September 2003 Location: westminster, Maryland |
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Maybe 2 Teams Max in each sector would be cool ... But its nice to have another group to micro manage (Medics,Militia trainers, Mules to carry stuff to the weapons & items traders... Etc)
I like using a lot of different characters if your total team size were not as big it would not be as fun...
@ Richard ... In My Humble Opinion ... I am expecting bigger & Better... Downsizing,Taking away of Destructable Walls, Admin tasks like revenue generation & Militia, and linear play are all big steps back that most of us here dread... Please Keep it Real... While improved graphics are cool the things that make this game far superior to it competition is what make it following so strong!
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Sergeant
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