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Factions in JAF[message #321089] Tue, 28 May 2013 20:37 Go to previous message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
I understand that there are several factions in JAF, which is something awesome, I think, and as I have enough ideas about all kinds of stuff in Jagged Alliance games, I thought it couldn't hurt to share some about this apect of the game... I also wish to ask the people from the JAF team what is already decided about this... You could keep this simple, but if you dig into this deeper, it could have an enormous impact on replayability and the fun in the game.

First of all, I understood from the kickstarter that the loyalty can increase or decrease if you support several factions, which is something I really like. I suppose some will be temporary allies then, or at least neutral, whereas others will be enemies.

But will there also be an explicit diplomacy mechanism to negotiate with factions? There are several ways to achieve this.
You could have diplomacy available via the strategy screen, but you could also have this in certain locations, certainly in an RPG... In some bars/clubs where people call (a deputy of) the faction leader, cf. San Mona in JA2, or a more dangerous way could be by going to or being escorted to their base (a nice way to get a glimpse of more remote sectors). In the same way, you could invite them to your base or a more neutral place like a club.

For their neutrality or alliance you could:
- complete missions for them
- pay them
- deliver arms
- trade weapons (and maybe other supplies)
- release / exchange prisoners
...

If you attack their enemies or protect them, they could in turn support you too with:
- money
- weapons
- personnel for gun smithing
- their men (temporary mercs or somekind of militia type) at your disposal for certain missions or for a campaign
...

(In the last case some of the mercs who join you in a campaign, but were actually hired by another faction, can stay loyal with their employers when your campaign diverts towards their faction. Depending on their character, some of them may also be impressed by your leadership and choose your side, some of them wish offer you a chance to bribe them first, etc.)

Some factons may break treaties unannounced, some may not pay you after a mission, some may try to assassinate you even if you get too powerful or just for your money... depending on the character of the faction leaders. (The hopeful people will obviously less likely betray your trust without provocation compared to a treacherous druglord).







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