Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » JA2 1.13 Multiplayer (2)
Re: JA2 1.13 Multiplayer (2)[message #189865] Mon, 30 June 2008 12:49 Go to previous messageGo to previous message
Atelophobia
Messages:2
Registered:June 2008
Location: Munich, Germany
If you don't waste your time head directly to questions-section at the end of the posting Wink
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First of all: Thanks to haydent (and whoever contributed something)!

It's just awesome. A dream came true.

Played since JA1 (and DG too). Haven't been into Mods very much and I was still waiting for some kind of MP JA. Too bad Hired Guns got so bad reviews.
Played 1.13 some months ago during some kind of retro flash I had Wink

Yesterday I was looking for some kind of JA-MP and I found the first MP thread in here.
WOW. Tried it with a friend and it even works better than I wished. It's just great.
Seeing that there is still lots of support for this game just rocks.

But I could use some help and input from you. The fighting engine of JA has always been a little
mistery to me. I know how the interrupt basically works (Where is merc looking, XP-level, attchements like scopes (?)) but very often things are very random... well... they feel random to me.

Our biggest problem now when playing MP with my friend: We both don't want to move because we'll get interrupted and teared apart from a sniper rifle - no matter how we move - including crawling PLUS stealth mode. I guess nobody is off guard in the back of his team.
Yesterday I even won a match with 3 Mercs having permanently jammed and worn off guns...well.. and Scope. She took out every enemy Merc. (LAM attached)

I even thought about taking some kind of city map and limits like "sidearms only", "no sniper rifles".

My questions:

- Are there additional infos how the fighting engine works? Like cover calculation, linve of sight interrupts etc? (I know the LoS and Cover Keys but the benefit of this info is quite low for me.
- How could offensive gameplay be encouraged? Maybe by playing bought weapons in sector mid? (DG had a level with a central building providing cover and weapons)
- Will be explosives work in future release (or is it in the ini already?)?
- How do you play offensive and how do you make good use of non-sniper-rifles in MP Matches?


An idea for MP: How about an option, that you only round mode after pressing a key (best mapped to space because it'S very important of course). Why? This way the opponent doesn't realize when you are spying. Or maybe being able to switch off interrupts for your own merc who acts as a spy.
 
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