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Re: Jagged Alliance: Flashback now on Kickstarter[message #317828]
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Thu, 25 April 2013 10:25
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Lytinwheedle |
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Messages:78
Registered:November 2001 Location: Luxembourg |
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Oh, and please add a lot of options to the difficulty settings. The time pressure and Enrico's emails to hurry you up (or lose the cities) adds to the story and emphasizes the time pressure you are living with, but sometimes I just enjoy having squads sit in fortified blocking positions for 600 days because I've started 'Operation Kill Every Living Thing'.
The way JA:BIA punished you for regrouping or waiting for funds/equipment was terrible (You waited to get an extra long rifle before the assault? Here are 8 more hostiles with battle rifles to ruin your plans. Wheeee.).
[Updated on: Thu, 25 April 2013 10:25] by Moderator Report message to a moderator
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Corporal
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Re: Jagged Alliance: Flashback now on Kickstarter[message #317850]
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Thu, 25 April 2013 14:16
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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More on the AI
Please consider making the AI very random when it chooses what to do. Like the AI having 3-5 options when spotting the player, run for cover, crouch and fire, pull back or just advance. If you gave all options a percentage chance it would make the fighting more variable, and this could be used in the difficulty setting as well since some tactics would be considered harder to deal with. Let's say the enemy1(e1) spots the player and there's a 60% chance he'll run to the nearest cover and raise his gun, fire if he has enough AP's left. There's a 30% chance he'll hit the deck and fire and then there's a 10% chance he'll pull back towards his closest ally. And if this closest ally(e2) is withing a radius he'll set up a covering position in case e1 is followed in the next turn.
You could then play around with the percentages when setting up the game difficulty, if the player plays the hardcore mode, the 10% options becomes the 60% options. It would make the game more challenging but at the same time still randomizing the AI behavior.
The AI should also have routines when they have many allies close by, some of them covering the advance of the others. Since this is what a player would do, I think it would be fun if the AI had the same possibilities. There should also be a percentage chance of AI options in this case, like how many of the unsighted enemies should make a flanking maneuver, 1 on easy, 2-3 on hard(depending on how big the enemy force is within a radius of course).
Since the player will be able to use the sight range when devising tactics, the AI should do the same. Have them coordinate their actions out of sight range and advance when they have enough fire support to do so. Let them use defensive tactics most of the time, and an offensive tactic when they have the numbers on their side. Try to make the AI behave similar to what you guys would do if you were in their position.
And finally about suppression. It should be fairly easy to implement an accuracy penalty if bullets wizz by a PC or enemy soldier, just subtract it from the next turn's accuracy number. This means more lead in the air and some people might complain since they are used to games making shooting very easy(just look at Headrock's NCTH for JA2 1.13 and the reaction it got ). Some of us like realistic combat scenarios more than what a casual gamer might be used to.
These ideas are likely to make the fighting slow and not very action packed, but it would force the player to use their gray matter, which is more fun, at least for those of us who prefer chess like games.
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Sergeant
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Re: Jagged Alliance: Flashback now on Kickstarter[message #317862]
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Thu, 25 April 2013 16:35
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Shadow21 |
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Messages:328
Registered:November 2001 Location: on route to San Hermanos |
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lockieSomething I've always chuntered on about here to no avail is dynamic lighting ( from windows , searchlights , streetlamps ,switchable lights , destructable lights ,etc ) , is that possible , and will there be night fighting , with all the tactics that provides ?
i think i read either on their forum or on KS that there will be day night cycles so by default night fighting will be in as for dynamic lighting in dont know
btw update 2 online
[Updated on: Thu, 25 April 2013 16:42] by Moderator Report message to a moderator
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Master Sergeant
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Re: Jagged Alliance: Flashback now on Kickstarter[message #317894]
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Thu, 25 April 2013 19:23
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Shanga |
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Messages:3480
Registered:January 2000 Location: Danubia |
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Quote:Guys,
We need your help: Who are the main modders around here?
What I mean is... who are the brains behind the biggest mods and tools? Would like to contact them for some questions.
Best wishes,
Andreas
JA2 Urban Chaos - I am one of the few "survivors" of the MOD Squad still active but Batman was the real brains behind the squad (he's been MIA for some time now). I took the lead in the later part when Batman went awol due to RL.
1.13 - Rowa21 is da big boss there
JA2 Night Ops + JA1/2 Metavira - Arulcish_Lion is the team's rep on Bear's Pit
JA2 Demise of Man - Callahan
JA2 Stracciatella - Tron did an awesome job cleaning up the source and porting it to a wide range of platforms. Not active so much lately.
JA2 Militia Factions - Will Gates
JA2 Arulco Revisited - JAsmine
AIMNAS - smeagol
Vengeance - DepressivesBrot says Scheinworld
Urban Chaos 1.13 - wil473
And of course there is an entire list of code wizards that made a lot of things possible. The most active recently is Flugente who's basically putting more features into the game than anyone thought it can be done. There are literally dozens of talents that contributed and I feel bad omitting someone but I can extract a list from their special group if needed. Some, like Headrock and Stomp, have been less active in latest months, but I guess they would be very much interested to help. And let's not forget sbobovyc who took upon himself the humongous task to make BIA playable.
PS: If I omitted anyone, feel free to add to the list, folks.
Chris CamfieldHey all,
If I can help in providing any perspective on JA/JA2 features to the JAF team, please shoot me a PM on the forum or send me an email. I'll email you my address via PM.
I'm nowhere near as hardcore as most of you guys here, but I hope that the team can make an awesome JA game which brings the franchise back into the limelight.
Cheers!
Chris
Great to see you back... Gumpy!
[Updated on: Thu, 25 April 2013 19:37] by Moderator Report message to a moderator
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Re: Jagged Alliance: Flashback now on Kickstarter[message #317899]
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Thu, 25 April 2013 19:48
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JAFTeam |
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Messages:157
Registered:April 2013 |
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Thanks for the list!
The reason for the question is rather simple. We are right now discussing about giving some people even access to the tools or the game during the development (in that special case under NDA as you can imagine). Cause with 350k, as we said, we won't be able to realize modding tools as well, but if fans, especially JA die hard fans, feel that they could develop modding tools while we develop the game, that'd be an option.
It's not carved in stone, we are still discussing this. Please keep that in mind. We still need to figure out how to do this best. But it's an idea we have right now.
sardonic_wrathPersonally I very much like the idea of this fog of war.
But I think there absolutely should be possibilties to remove it... e.g. capture a satelite facility, buy intelligence data (from R.I.S.?), find a map, question a captured enemy soldiers...
That's an option we think about actually.
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Staff Sergeant
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