Home » JAGGED ALLIANCE 3 » JA 3 Wish List » New modes of transport
New modes of transport[message #47856]
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Tue, 15 February 2000 15:16
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KB |
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Messages:13
Registered:February 2000 Location: Stockholm, Sweden |
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This is my opinions about the current transport ways, as well as what I think they should be in JA3. Feel free to comment.
Current transport modes :
1. Chopper : The chopper works quite well as it is, a fast and good transport with room for 6 mercs, aquired after a small quest. Don't change this one, Sir-Tech.
2. Cars : Work on this. The Ice-cream truck is worthless and should be removed. The hummer should be removed too. Instead, add an ordinary van or something, with room for 6 mercs and a small amount of cargo.
Then, add a jeep. It should be able to take 6 mercs, but no cargo. It should also be able to go cross-country, at least over plains.
Then add some kind of truck, with room for maybe two mercs but huge amounts of cargo. The truck needs a good road to travel, wich means it can't travel over small roads out in the countryside.
New transport modes :
Aircraft :
This comes in two versions.
1. A small Cessna or something, it will be able to fly over the country much faster than the chopper, but it needs an airport to land. Also, it might try and land on a plains sector, but with possible damage to the plane and the mercs as a result.
But here come's an interesting idea : enemy fighters are patrolling the skies continuosly. If they spot you first, there will be one of some outcomes :
1. Plane explodes.
They hit the fuel tank...BOOOOM.
Outcome : Plane destroyed, all mercs die.
2. Plane crash lands.
The plane crashes in the sector.
Outcome : Plane destroyed, all mercs are wounded or dead.
3. Plane is forced down.
The enemy force the plane to land. Damage as in emergency landing (see a bit below)If the terrain is rough, damage will be heavier. This will only be done if there are enemy soldiers below.
Outcome : Plane damaged, all mercs damaged. If all mercs passed out, they will be captured. Otherwise, there'll be fight.
4. Escort.
Enemies escort the plane to nearest enemy-controlled airport.
Outcome : Plane lost, all mercs captured.
5. Escaped.
You managed to get away.
Outcome : Plane continues on course.
If you spot the enemy first, you will however get some choices to do.
1. Do nothing.
A random outcome will be picked, but with a slightly larger chance of forced down, escort or get away.
2. Emergency landing.
Damage to the plane and all mercs, but you get down on the ground safely, if it is a plain sector below.
3. Try to get away.
If it suceeds, the plane will continue unharmed on a different course. If it fails, the chance of blowing up or crash landing increases.
OOPS, I don't have time to finish this now. I've got so many ideas to put up. This was just the primary part of air transports. But I'll finish it later, until then, feel free to comment.
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Re: New modes of transport[message #47858]
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Wed, 16 February 2000 10:44
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KB |
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Messages:13
Registered:February 2000 Location: Stockholm, Sweden |
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Parachuting :
Should definetly be in. In the beginnig of the game, as soon as you have liberated the first airport, a new web site should come online. (Something like "Jumpin' Jimmys parachuting")From there, you'll be able to hire a plane, its crew, and parachutes for your team. With some luck, you may also find parachutes later in the game. The big advantage with this is the possibility to airdrop in enemy-controlled sectors. if you make it at night you should be able to get down unharmed. If they see you however, you will (in turnbased mode) be sitting ducks for some turns as you fall trough he sky. Disadvantages, as Bearpit mentioned, is that your mercs will land far from each other, and on harder difficulty levels also far from their equipment.
Boats :
1. If there's an archipelago included (I would love that), there should be some NPC's offering a boat ride too another sector. You pay the NPC, then you control the boat just like any other vehicle, but when you have exited, you've got to speek to the NPC again in order to use the boat.
2. Of course you may "find" a boat too. Then it'll work like any other vehicle, but if you use it at night, there will be a chance that it sinks. Maybe at daytime too, but it should be bigger during nighttime.
That's all for now, next part will be my opinions about railroad.(and that's a large subject)
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Re: New modes of transport[message #47860]
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Wed, 16 February 2000 14:51
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KB |
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Messages:13
Registered:February 2000 Location: Stockholm, Sweden |
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Railroads 1
OK, first off, if Sir-Tech are to implement railroads, they have to do it right. One simple railroad line with little or no interaction will do no good. Instead, they must develop a large rail network over the whole country. I use Arulco as an example of what I mean :
The main line
Drassen-Cambria-Meduna
Alma line :
Drassen-Alma
Balime line :
Cambria-Balime
Grumm line :
Cambria-Grumm
Chitzena line :
Drassen-Chitzena
Something like that. Also, small supply rails to places like Tixa and Orta.
Trains should come in two shapes, passenger and freight. After capturing the routing central in, say, Cambria, you should be able to make your own trains, at least from a couple of selections. Before capturing the routing center, you can only go on regular passenger trains, and only IF the train personnel agrees(i.e. hight loyalty in the particular town.) When riding a passenger train, your mercs should appear as "entrained" on the map screen.
Trains are good in many ways, they can't be shot down and they are faster then cars. They can also go right trough an sector with enemies, and if you make a freight train it should be able to carry all equipment you'll ever need. But as stated above, they need to be implemented right in the game.
Next part : Interaction with trains and tracks, i.e. Blowing the stuff to hell!
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Re: New modes of transport[message #47861]
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Thu, 17 February 2000 01:20
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Rosco |
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Messages:11
Registered:February 2000 Location: San Mona, Arulco |
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These are intregueing proposals, the destruction of transportation infrastructure to prevent enemy reinforcement is a "must have". I've never understood why the Queen's soldiers travelled in such small groups, on foot yet, and were thusly both slow and ineffective when it came to responding to your attacks.
If the enemy in JA3 reacted by sending in troops by land, sea and air, it would be a lot more challenging and realistic. Regarding the supply lines idea, it is interesting but unless you could put a cut-off sector under siege for a lengthy period of time, I doubt an enemy would be drastically affected {unless there's a only a few hours reserve on the liquor supply!}.
Moving on to vehicles, how about a Long Range desert Patrol {LRDP} style truck/lorry?. I met a gentleman a few years ago who fought in North Africa in WW2. They used modified heavy open backed GM trucks heavily loaded with supplies and lots and lots of weoponry.
The vehicles packed several types of MGs, anti tank rifles and even mortars and small cannon. No two were exactly the same. They were motorized guerrilas, raiding convoys, bases and airfields. They usually fought from the vehicles themselves but sometimes used them as a base of operations.
I don't think it would be too hard to find a use for something along these lines in JA. A "war wagon" would be an ideal carrier for all your merc's gear as well as an effective and mobile "headquarters" or firebase. The custom factor would be cool, as many players would have differing ideas on how to modify their vehicle.
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"Charlie don't care, he'll slit your throat"
[This message has been edited by Rosco (edited 16 February 2000).]
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Re: New modes of transport[message #47863]
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Thu, 17 February 2000 19:15
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Cyrix200 |
Messages:1
Registered:February 2000 |
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The local population had to have at one time better methods than feet for moving between cities. Where did all the bicycles go? Ox carts? Cow-drawn wagons? Steal a tractor from the Hicks? There have to be light pickups or something hanging around.
Trains are a great idea to attack/use. A pivotal point in the game would be whether to destroy it to save time, money, blood, etc. and deny it to the enemy, or attempt to capture it with minimal damage.
In JA1, I wished for a simple rubber boat to allow me to strike along the coastline. I could not believe I could hire mercenaries with machine guns, but not go to Sunny's Surplus and buy a Zodiac (tm) inflatable boat.
However, any new vehicles should be:
1) well-thought-out and coded so they aren't gimmicks.
I want trucks the enemy AI uses which i can steal and sneak past checkpoints. I want to be able to load a jeep with cargo and a single merc. I want a HMMWV which can GO OFFROAD! If the chopper can overfly the sector and spot bad guys, I should be able to shoot at them, or get dumped off on the perifery of the sector. Don't criple things. The most infuriating event in any game is the realization that you can't do something only because the programmers didn't think of it. I play JA-games because I don't need to find no stinkin' key! Shotgun! Lockpick! C4! This type of multi-purpose improvisation should extend further.
2) Fit into the setting. A $65,000 Humvee in a small island country? Maybe if the mechanic explained how it belonged to someone in Balime.... I'd rather have multiple light pickups or real surplus Army Jeeps than one Humvee, especially one that can't leave the road.
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