Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » "Alert" mode for mercs.
"Alert" mode for mercs.[message #100899] Tue, 23 March 2004 17:16 Go to next message
Behrooz is currently offline Behrooz

 
Messages:8
Registered:March 2004
I've always wanted some way to tell my mercs to be extra-alert for danger when doing something risky, like running through a door.

Something like an "Red Alert" button which would do the following:
- Increase stamina use by like 1000%
- Requires 85% stamina or higher to be effective
- Decreases the chance of being interrupted during movement

All I really want is a quick thing that you can use very rarely for short times when you know you're going to need every ounce of alertness from your point merc.

It'd be wonderful for all of those occasions when you *know* that there is an enemy waiting to interrupt you as you open the door, and there isn't much you can do about it without blowing the entire wall off.

Either an alertness mode, or just some way to indicate to your merc which direction they should be paying attention to to avoid getting interrupted would be nice.

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Private
Re: "Alert" mode for mercs.[message #100900] Tue, 23 March 2004 20:32 Go to previous messageGo to next message
defrog is currently offline defrog

 
Messages:235
Registered:March 2004
Location: Austria
but isn't getting interrupted caused by the enemy was alert? So you really want a button to tell the enemy not to be alert and go about their business?

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Sergeant 1st Class
Re: "Alert" mode for mercs.[message #100901] Wed, 24 March 2004 07:24 Go to previous messageGo to next message
Behrooz is currently offline Behrooz

 
Messages:8
Registered:March 2004
Yeah, but the entire point to being alert is that you can't sustain it for long.

There should be *something* that gives the advantage of surprise when leaping through a door, especially if you know which side the enemy is on and so on.

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Private
Re: "Alert" mode for mercs.[message #100902] Wed, 24 March 2004 09:13 Go to previous messageGo to next message
Bleusilences is currently offline Bleusilences
Messages:1
Registered:January 2003
But it need something negative like once is adrenaline is down he/she have only 20% of stamina.

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Civilian
Re: "Alert" mode for mercs.[message #100903] Wed, 24 March 2004 09:48 Go to previous messageGo to next message
Tox is currently offline Tox

 
Messages:249
Registered:February 2000
Location: www.webcodesign.de
and in the end you only open doors using that function 'cause there might be an enemy...

i think that's a useless thing to do, as there already is an interrupt management.

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Sergeant 1st Class
JA2STI Creator
Re: "Alert" mode for mercs.[message #100904] Thu, 25 March 2004 23:12 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
Similar to Syndicate Wars with the Blue and Red drug modes. Blue they went Psycho and shot anything that moved (and some things that didn't), Red and they becam really alert and had really precise targeting on the enemy but the effect drained down quickly. They also suffered a low after using it.

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Lieutenant

Re: "Alert" mode for mercs.[message #100905] Fri, 26 March 2004 02:35 Go to previous messageGo to next message
defrog is currently offline defrog

 
Messages:235
Registered:March 2004
Location: Austria
syndicate was RTS not TBS...
don't think that would translate well...

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Sergeant 1st Class
Re: "Alert" mode for mercs.[message #100906] Thu, 15 April 2004 01:48 Go to previous messageGo to next message
Rubberduck is currently offline Rubberduck
Messages:4
Registered:April 2004
How about at least being able to open door without standing in front of it?

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Civilian
Re: "Alert" mode for mercs.[message #100907] Thu, 15 April 2004 10:44 Go to previous messageGo to next message
xcorps is currently offline xcorps

 
Messages:11
Registered:April 2004
Quote:
Originally posted by Rubberduck:
How about at least being able to open door without standing in front of it?
2nd that. 3rd 4th and 5th that as well.

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Private
Re: "Alert" mode for mercs.[message #100908] Thu, 15 April 2004 10:57 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Ten four Rubberduck!

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Sergeant Major
Re: "Alert" mode for mercs.[message #100909] Thu, 15 April 2004 12:12 Go to previous messageGo to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
how about being able to 'draw' a weapon without having to fire a shot?

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Corporal
Re: "Alert" mode for mercs.[message #100910] Fri, 16 April 2004 03:11 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
yeah i want that option for my mercs to the enemy does it, so i want to

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Master Sergeant
Re: "Alert" mode for mercs.[message #100911] Fri, 16 April 2004 05:49 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Umm... how about "side-step" which allows me to get a shot off when stepping around a corner like 95% of the time? Doorways are tougher, 'cause you got a 50% chance of facing the right direction and a 50% chance of taking a burst of hot lead in the back. That's why a) grenades MUST be configured so they can be thrown more realistically around corners, through windows, etc. and b) we need shields and portable bulletproof barriers for this type of entry and c) smoke grenades can be your very best friends.

BTW, you can easily open doors without standing in front. The method is simple: 1) set c-4 in front of the door with the appropriate detonator attached, 2) move to a safe distance and 3) detonate! It's as easy as 1-2-3!!!

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Corporal 1st Class
Re: "Alert" mode for mercs.[message #100912] Fri, 23 April 2004 19:06 Go to previous messageGo to next message
Shakal is currently offline Shakal
Messages:2
Registered:April 2004
Location: Slovakia
One think i dont like in RPG (and JA is partly RPG too), is moving with your weapons drawn (swords, rifles or anything). Maybe it is ok to move through freshly cleaned village with m16s in mercs hands, but it is plain stupid to go (for example) shopping like that (ok, ok, in know, in some cases it isnt sooo stupid, but im writing about buying, not robbing).
So what about: when merc has weapon in his hands, it is drawn, but civilians will react on it (they will complain about it, morale in willage will go down (when it looks it is still danger around), shopping will be imposible or whatever), some actions (lockpicking, moving, or moving over obstacles) will be more difficult, or time costly and so on.
And action in JA now known as 'to draw' weapon can be translated to ... 'cock/charge' weapon (right before firing).

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Civilian
Re: "Alert" mode for mercs.[message #100913] Sat, 24 April 2004 04:43 Go to previous message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
well, there are somethings you can't do with a drawn weapon, like running or moving while crouched prone. make a 'move with weapon drawn' cost more AP would help balance it out if you also allow the merc an increased chance of an interrupt. But for after you move to a new position and know the enemy is nearby, it would be nice to tell your mercs to bring their weapons up

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Corporal
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