Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » Wish List
Wish List[message #101081]
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Mon, 12 April 2004 18:19
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xcorps |
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Messages:11
Registered:April 2004 |
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I hope this is the appropriate forum for this post.
I'd love to see a few things added/changed in a public patch:
1)Pegasus' idea about equipment templates is great.
2)Add a button to the merc inventory (by the garbage can etc) that will put you into "move inventory mode" so that single clicking will move items back and forth from merc to sector. Along the same lines a Drop All button would be grand.
3)Add the LOS/cover hot key functions from UB.
4)Add a hot key function that will show hit chance when cursor over enemy.
5)Show the time remaining over the merc portrait (instead of those #'s) for merc actions (training, healing, repair, etc)
6)Add a "terrain gradient" non-town sectors, where each (tactical) square has a +/- height variance from flat terrain. Merc LoS/LoF affected accordingly. (is this even possible with the JA2 engine?)
7)Change the detection calculations to decrease chances of spotting opponents that are not in the forward field of view. At present, the only penalty for looking in the wrong direction is the AP cost for turning. (I assume)
7)Add some rules for fire suppression. A large volume of fire on a target should affect hit chance, spotting ability, and morale.
A large volume of fire at an area should reduce the enemy desire to move into/remain in that area. (the first time I played I sure was surprised to see AI move into an alley I had been firing two m249's into.)
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Private
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Re: Wish List[message #101086]
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Wed, 14 April 2004 01:02
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xcorps |
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Messages:11
Registered:April 2004 |
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Kurt, having terrain gradients in a 2d game isn't impossible. A height value is assigned to each square, with 0 being "plains", and negative numbers being depressions, positive numbers being hills. Other games do this, quite successfully, to give the impression of 3d terrain. The problem lies in the visual interpertation, as the flat looking terrain squares will not tell you what's what. You would need either a new tileset with artwork to reflect terrain height, or some sort of overlay.
I think it would add to the game, but I don't know if it's worth the time and effort it would take to implement something that has polish and playability.
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Private
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Re: Wish List[message #101089]
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Wed, 14 April 2004 23:44
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Kurt |
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Messages:420
Registered:March 2004 |
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Yes and no. It's a good game, but it's not Fallout. If you want a true Fallout sequel, you'll be very disappointed; If you just want a tactical RPG (in a Fallout setting), it's a good game. Bug-ridden, but nice. The plot holds in two sentences, the game is divided in missions (you have to finish if you want to get the next one), but the missions are interesting.
If you buy it, get yourself the patch, it includes the editor (complete), which is quite powerful, but scarcely documented (of course).
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Master Sergeant
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Re: Wish List[message #101099]
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Mon, 19 April 2004 23:16
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tuccy |
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Messages:19
Registered:June 2003 Location: Czech Republic |
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If I may add few "wishes"...
1) Better simualtion of wounds, I mean, if you'll shoot an enemy into chst with 7.62x51 HP and he somehow survives it (given he has no armour), I don't think he would be able to shoot at you anymore.
2) If possible, POWs?
I know the above two aren't likely:)So more realistic:
3) Colimator sights.
4) some "automatic" weapon add-ons, ie. bipod with LMGs, colimators with G36...
5) Torches, large hand-carried or attached to weapons.
6) Binoculars
7) RPG-7/Carl Gustaf!
If possible, crewed weapons (MMGs/HMGs on tripod, Mortars) - something that would require to be carried into pieces, otherwise stationary.
9) Possible indirect fire call-in - say specific sector would be treated as SAM-site in JA2, it would employ a mortar/howitzer. Everyone friendly in xx sectros around with a Rafio would be able to call in few shells with some delay, of course. Perhaps could be implemented... There was some function in JA2 Cheat mode which let the grenade explode under cursor (alt+k or ctrl+k IIRC), this can be possibly somehow used...
10) Vehicles on tactical screen:)
11) Incendiary+illuminating grenades, fire (if possible)
12) I'm not sure whether it isn't already in UC, but varying battledresses (i don't think mercenary - or soldier - would go into battle in some red shirt )
So... Perhaps all... For now :diabolical:
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Private
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Re: Wish List[message #101103]
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Tue, 20 April 2004 22:11
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Kurt |
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Messages:420
Registered:March 2004 |
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Tuccy,
I've suggested POWs too, it would make the game more difficult, because it blocks some of your troops.
I agree about wounds. I've often seen in JA enemies survive being hit by some 12.7 (.50) ammo, and continue shooting at me! At least the enemy would have an arm or leg torn off, and more urgent things to do than shooting, if he's still conscious.
Points 4, 6 and 7 (RPGs, "standard" add-ons, binoculars) are already implemented in UC. IMHO those are things to keep in JA:Future. Just modulate the amount of RPG rockets you might carry. Right now there is no logistic difference between LAWs and RPGs. I have no idea how much one rocket might weigh, but I've seen photos of people in Afghanistan carry them by bunches.
The colors of the enemies' uniforms are indeed pre-WWI , but initially they were more a Friend-or-Foe identification than actual dresses.
After all, things you wear doesn't show in the tactical screen (except camo paint). The best would be to be able to see what a person's wearing, but since it would mean a lot of graphics work (dolls & animations for all possible combinations between clothes and gear on all possbile body configurations (big male, small male, big female, small female, thin, fat, etc)), I doubt that would be possible.
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Master Sergeant
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Re: Wish List[message #101105]
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Wed, 21 April 2004 10:15
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Cribbie |
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Messages:175
Registered:March 2004 Location: Grand Rapids, Michigan |
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How about being able to equip the militia in a particular sector? Like, now, in my JA2UC game, I've got maybe three dozen or more AK-47's and tons of 7.62WP ammo. If you were able to move all of these to a "hot", contested sector, dump them on the ground, go to the sector inventory screen and "assign" these weapons, and any other items to the militia. The items would then disapear, 'cause the've been parceled out, the best items going to the dark blue guys and so on.
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Staff Sergeant
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Re: Wish List[message #101107]
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Wed, 21 April 2004 19:17
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tuccy |
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Messages:19
Registered:June 2003 Location: Czech Republic |
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Quote:Originally posted by Kurt:
Tuccy,
I've suggested POWs too, it would make the game more difficult, because it blocks some of your troops.
Exatly.
Quote:
Points 4, 6 and 7 (RPGs, "standard" add-ons, binoculars) are already implemented in UC. IMHO those are things to keep in JA:Future. Just modulate the amount of RPG rockets you might carry. Right now there is no logistic difference between LAWs and RPGs. I have no idea how much one rocket might weigh, but I've seen photos of people in Afghanistan carry them by bunches.
I don't have UC already, too small HD
Quote:
The colors of the enemies' uniforms are indeed pre-WWI , but initially they were more a Friend-or-Foe identification than actual dresses.
After all, things you wear doesn't show in the tactical screen (except camo paint). The best would be to be able to see what a person's wearing, but since it would mean a lot of graphics work (dolls & animations for all possible combinations between clothes and gear on all possbile body configurations (big male, small male, big female, small female, thin, fat, etc)), I doubt that would be possible. It would be enough to replace say redshirt with a kaki bttledress, and blackshirt with the "camo" battledress, just for the feeling of it.
It always irritated me to see a mers on stealth in bright yellow shirt
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Private
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Re: Wish List[message #101110]
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Thu, 22 April 2004 01:31
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SharkD |
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Messages:351
Registered:July 2003 |
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Quote:Originally posted by Cribbie:
How about being able to equip the militia in a particular sector? Like, now, in my JA2UC game, I've got maybe three dozen or more AK-47's and tons of 7.62WP ammo. If you were able to move all of these to a "hot", contested sector, dump them on the ground, go to the sector inventory screen and "assign" these weapons, and any other items to the militia. The items would then disapear, 'cause the've been parceled out, the best items going to the dark blue guys and so on. Just change the militia's AI so that they're always patrolling, instead of just standing around, and pick up better weapons along the way, even if they're in non-combat mode.
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Master Sergeant
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