Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » ToDo lists
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Re: ToDo lists[message #100496]
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Wed, 17 March 2004 06:25
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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It might be interesting to make Kingpin moddable into a loanshark. He might be able to give you $50,000.00 but demand $75,000.00 in two weeks - or he sends out the assassins. Gives players an interesting choice.
I second the request for increasing the limit of mercs / squads / vehicles and providing more moddable webpages.
It might also be nice to add a button to call someone to liquidate sector contents if you're using a mod with big maps and you don't want to take the time to hump all of the gear over to a merchant. Reduced cash, of course, for the convenience, but very greatly reduced hassle factor. Also helps keep save sizes smaller and load times less.
Definitely look into expanding the ALICE pack idea. Maybe belts or vests, too. It'd be nice to put wirecutters on a vest with a lightstick, ammo, sunglasses and grenades rather than tying up pack space. These are item interface limitations which might be fixable.
Critical - UB had a cover indicator. See if this can be re-integrated. Also, Digicrab's hit indicator system is extremely intuitive and useful. It should be at least optional and probably the new standard.
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Corporal 1st Class
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Re: ToDo lists[message #100500]
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Wed, 17 March 2004 15:44
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Ancient Oldie |
Messages:4
Registered:November 2003 |
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How about introducing seaports (it's an island, after all). They could increase overall money flow and at the same time, could be used as a more reliable source to purchase weapons and items from, although a bit slower.
Another thing that would be great would be giving special perks for capturing specialized buildings. There's already benefits for capturing hospitals, airports, SAM sites, and mines. You could give mercs who train in military installatons point bonuses, higher moneyflow to cities with shops, and maybe create buildings that are capable of producing ammo from raw materials that are mined.
Also, capturing airports could allow you to initialize airstrikes of your own. It would place more emphasis on controlling SAM sites, leading to a more strategic and realistic game overall.
Another thing, how about arming the militia's with weapons that your mercs don't need anymore, or choosing what they should be armed with, although at a higher cost.
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Civilian
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Re: ToDo lists[message #100501]
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Wed, 17 March 2004 15:52
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moller |
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Messages:9
Registered:August 2002 |
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I hate to be the one to come in and say this, but I am led to believe that the point of this thread os not the discussion of of modding, but rather the discussion of improvements that can be made to the executable, independent of the datafiles comprising a certain mod (or the base game).
If any of you are familiar with ScummVM, think along those lines. I would think that the point of this project would be to allow the original game to be played with all the same rules, but a more up to date interface. Also, the new executable should be, by design, as moddable as possible.
In a way it seems like the most sound plan would be to start from the ground up in gcc, making from scratch what would basically be an interpreter for ja2 data files. In a way, this is what is being worked on now, with the crab's insistance on externalizing as much data as possible to ini files.
[edited for tone and content]
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Private
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Re: ToDo lists[message #100509]
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Thu, 18 March 2004 05:10
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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My apologies. I was unclear. Even in UB, the starting sector was fixed. It could not be changed. In JA2 the starting sector was somewhat fixed, although I was glad to see that the Mod Squad was able to effect some changes to the sector map and contents. I was lead to believe that the overland map for JA2 could not effectively be "changed" in its start sector, looks, road designs, river placements, etc. If I am mistaken in this point, then, well, nevermind. Otherwise, I wanted to suggest that the game should be changed to accept "imported" maps which used the same grid arrangement but none of the original JA2 contents like cities, maps, roads, mines, militia points, etc. These features should be "placeable" from an editor, not fixed, if at all possible.
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Corporal 1st Class
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Re: ToDo lists[message #100512]
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Thu, 18 March 2004 20:48
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NishiDeathbringer |
Messages:2
Registered:October 2003 Location: Colorado |
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Some of these are "I wish JA2 had this" suggestions sorry if you don't like those others are more feasable without redoing the intire GUI
-Multi Story Buildings even skyscrapers
-More sector types than ground level and
underground ie a large scale 747 sector
-More maybe even infinate "layers" to underground
-Chance to choose what militiamen get for
equipment
-PC Controlled Tanks
-Player Controlled Buisnesses ie Casinos
-Massive Scaled Scrollable Maps screw this
taking over a small country stuff lets take
over Russia
-Weapon Experience Stat ie Hangun 98 in addition
to Marksman 98 even further Destert Eagle 98
-Sharks with freakin laser beams attached to
their heads
-Battering Ram and entry tactics for dug in
enemies
-Hostile Sector Helicopter Insertion EXPENSIVE
-Non lethal tactics like the beanbag cannon cops
use or rubber bullets doing high damage to
breath little/no damage to health
-Might create an excessive number of items in
sectors but spent brass for weapons so the
thrifty merc can collect them and recycle spent
brass
-Export/Import for Mercs stats
-Additional graphic maiming of the enemy ie an
arm/leg shot off
-Knife kills a la Tenchu
-Footwear Do you want sturdy combat boots? Or
soft soled shoes for sneaking around
-All out Sci-Fi mod...X-com anyone?
Ok this list is already too long PS I am going to be learning C soon and as soon as I start I am going to see which of the hardest of these I can pull off ie the multi story buildings.
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Civilian
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Re: ToDo lists[message #100517]
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Fri, 19 March 2004 02:10
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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Add objectives to the game in the form of destroyable items which have in-game effects like:
- More and Different Weapon hardpoints. Tanks are already implemented, but LMGs, towers, Flak, naval defense (to defend harbors), field guns, mortars would all be great additions. Bonus if they can work on the tactical map, too. Super-bonus if you can find a way to allow player mercs to take over and use the emplacements on the tactical map.
- supply depots, motor pools, fuel farms, kitchens and supply lines, bridges (great for breaking /delaying reinforcements), etc. Electrical stations. Dams (ooo. Blow the dam...) Airfield runways and control towers. Helicopter pads. Shipyards and drydocks. There's usually a whole lot of dynamite / C4 / other explosives in a game. Why not offer suitable targets for it? The trick would be to implement strategic effects on reinforcements, etc.
- some sort of intelligence dossiers which can be purchased or obtained, say, from resistance personnel which would add briefings and intel to the laptop. Should be (relatively) easy to implement this. I, for one, would love to know something about individual cities and objectives before charging in headlong. Furthermore, in combination with the objectives above, the intel dossiers could play a major part in future mods.
- Destructable light sources. We should be able to shoot out lightposts, porch lights and other simple light sources. Also, if the local electrical station is destroyed, the lights should go out.
- Re-incorporate the WP (White phosphorous) grenades and mortar shells from UB along with other specialized ammo like door busters for shotgun, beanbags, rubber bullets, tanglers, tasers.
- Re-incorporate the UB merc light system (can turn personal lights on or off).
I liked the idea of ports which could generate revenue. If we reach back into the past, we could also use sap farms, cities, weapon sales. Other sources could include standard mines and industrial plants. Other ideas? Revenue is always welcome...
I'd also really like to have an in-game resourece like a resistance leader who can provide assignments for the local merc team, i.e. "Go here, blow the bridge, raid the barracks and dynamite the local helipad and bridge so that reinforcements can't get through." If you return with the assignment complete, he gives you cash. Actually, on sober consideration, such missions would probably need to be one-shotters. "Go here, do x." "Go there, shoot y." But it would still be a great addition. Problem is, there would need to be a list of major targets for the leader to draw upon...
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Corporal 1st Class
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Re: ToDo lists[message #100518]
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Fri, 19 March 2004 02:14
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Shanga |
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Messages:3480
Registered:January 2000 Location: Danubia |
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Quote:
also really like to have an in-game resourece like a resistance leader who can provide assignments for the local merc team, i.e. "Go here, blow the bridge, raid the barracks and dynamite the local helipad and bridge so that reinforcements can't get through." If you return with the assignment complete, he gives you cash. Actually, on sober consideration, such missions would probably need to be one-shotters. "Go here, do x." "Go there, shoot y." But it would still be a great addition. Problem is, there would need to be a list of major targets for the leader to draw upon...
You don't need the sources to do that. Just some carefull quest designing. It's doable even now.
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Re: ToDo lists[message #100522]
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Fri, 19 March 2004 20:41
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NishiDeathbringer |
Messages:2
Registered:October 2003 Location: Colorado |
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Quote: 4. Enemy patrols should increase at an increasing rate the longer the game progresses. Thus you can not just take your time to finish up the game. Each new patrol should have a minimum of 32 men to simulate a platoon size offensive formation. This forces the player to play an open ended game just how you want and I hate games that tend to do that. In reality I would think patrols would be more like a bell curve with few in the begining since they didn't expect an attack, then the repsone to the attack, then the enemy loosing ground and supplies/men to accomplish patrols.
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Civilian
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