Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » New feature: ARC
New feature: ARC[message #363607]
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Sat, 21 August 2021 06:27
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rftr |
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Messages:32
Registered:August 2020 |
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What is ARC?
ARC is short for Arulco Rebel Command. Most of the gameplay for JA2 happens in tactical, so I've created this to add a little more to think about at the strategic layer.
What's new?
The two main things here are Directives and Administrative Actions. A Directive is a passive ability that's applied across the country to give you some useful bonuses, and an Admin Action is a passive ability that you can grant to towns that you capture. At the start of the game, you'll only have access to a couple of Directives, with a few more unlocking as you progress through the game. Admin Actions are randomly assigned from a pool to towns, and you'll be able to activate them as you capture towns.
Directives can be upgraded with money, and a new resource (Supplies) are used to take Admin Actions.
By default, loyalty gain is cut in half, and each town's maximum loyalty is reduced based on what difficulty you're playing on.
How does it work?
After completing an early quest, you'll get a popup indicating that you have access to a new website in your laptop, which will look something like this:
This is the national overview. Here, you can set and improve Directives, and have a quick glance at your militia's stats.
The regional overview gives you a run-down of what you can do once you've captured a town. Once you install an Administration Team (the first one is free!), the actions in the region will be made visible and available to you. You might notice that there's a Maximum Loyalty stat - if you're playing with this feature, you'll need to prove to the locals that you're here for real, and a region won't fully trust you unless you send some supplies their way. You may not have enough supplies to fully upgrade each region, so have a think about which areas are deserving of your supplies.
I tried playing this and it makes the game too easy/hard.
You can poke around in RebelCommand_Settings.ini to play with numbers! I can only balance for myself
Info/Spoilers!
Directives list:
View directivesGather supplies - increase daily supply income
Support militia - reduce militia upkeep costs
Train militia - reduce militia training cost, and increase militia training speed
Create propaganda - increase loyalty gains
Elite militia - daily free elite militia in Omerta
HVT strikes - reduced chance for enemy specialists
Spotters - tactical overhead map (press INSERT) shows approximate enemy locations
Raid mines - steal income from mines not under your control
Create turncoats - spend intel to create turncoats in enemy groups
Draft - gain large amounts of volunteers at the cost of town loyalty
Admin Actions list:
View admin actionsSupply line - increase max loyalty - this is always available in each town
Rebel radio - daily loyalty gain
Safehouses - when fighting near this town, free militia can join the fight
Supply disruption - when fighting near this town, enemies have reduced stats
Scouts - increased strategic vision around this town
Dead drops - daily intel gain
Smugglers - daily supply gain
Warehouses - daily militia resources gain
Taxes - daily income gain, daily loyalty loss
Assist civilians - daily militia volunteer gain
Merc support - assignment efficiency bonus (similar to merc Administration assignment)
Mining policy - mine output bonus
Pathfinders - travel on foot is faster
Harriers - enemy groups travel significantly slower
Fortifications - militia and mercs perform better when autoresolving in town
Keyboard Shortcuts:
At the ARC website, you can switch between national and regional views with TAB or SPACEBAR, and navigate through regions with A/D/Left/Right
ARC has interaction with a few other features:
- Enemy Roles (officers, medics, enemy traits)
- Intel
- Militia Resources
- Militia Volunteers
How can I play this?
In JA2_Options.ini, set REBEL_COMMAND_ENABLED = TRUE.
This was checked in at r9153 and gamedir r2613. This will not break existing save games.
Edit Nov 7, 2022:
ARC expansion: missions!
Missions are available in version 9405 (source commit 78f2841, gamedir commit 4aec27a). This will not break existing save games.
Tweaks!
- All admin actions except for Supply Line can be toggled on and off. This is important because...
- Daily supply income is reduced for every active admin action (tier does not matter)
- Removed the "Grant supplies to gain loyalty" button (changed this to a mission)
- Intel balance is now displayed on the ARC website
- The ARC website background is now slightly off-white
- Raid Mines directive now denies income to the ASD equal to twice the amount stolen
- Omerta (townid=1) can't have its admin team set to inactive or otherwise lose its innate admin team (this is effectively a cosmetic fix)
Agent Missions
The mission help screen
There is a new overview available - Missions! Where Directives are an ongoing single strategic bonus, Agent Missions can provide you with several temporary strategic bonuses.
A mission essentially has 3 states: offered, preparing, and active. When you go to the Mission Overview, you will see two missions offered to you. Sending an agent on one of the two will place that mission into preparing for 24 hours. Once preparations are completed, the mission will become active and you will start receiving its bonuses - assuming that preparations succeeded, of course.
In order to prepare a mission, you will need to send one of your mercs to prepare it. This is the tradeoff - you lose a merc for 24 hours in exchange for a strategic bonus that lasts for much longer (usually 3+ days). Higher level mercs will increase the chance that a mission is prepared successfully, and their skill traits may provide further bonuses to the active mission! You can also send a faceless generic rebel agent to prepare a mission, but they will receive no bonuses whatsoever; even a crummy level 1 merc will outperform them. The merc sent also needs to be in a loyal town (51+% loyalty).
If you're not sure what merc to use to prep a mission, one with Covert Ops is a good all-around choice - they are able to provide bonuses to every single mission.
Mission Pool/Spoilers!
View mission infoDeep Deployment - when deploying your mercs onto a map for a battle, valid deployment area is extended. Better range and longer mission duration: Covert Ops, Scouting, Stealthy, Survival
Disrupt ASD - reduce ASD income and prevent deployment of new robots/jeeps/tanks. Better income reduction and longer mission duration: Covert Ops, Demolitions, Night Ops, Technician. Extra effects: Technician (steal gas, appears in the Bobby Ray's delivery crate), Demolitions (destroy reserves)
Strategic Intel - when viewing teams on the strategic map, sectors deemed high-priority are marked in red. Longer mission duration: Covert Ops, Radio Operator
Improve Local Shops - shopkeepers will have better inventories (they operate at +1 coolness). No bonus effects!
Slower Strategic Decisions - the strategic AI will take longer to make decisions. No effect on tactical/combat AI. Better effect and longer duration: Covert Ops, Deputy, Snitch
Lower Readiness - in combat, enemies have their sight range reduced until they're alerted to your presence. Better vision reduction: Covert Ops, Radio Operator, Stealthy. Longer mission duration: Covert Ops, Radio Operator
Sabotage Equipment - enemy soldiers use worse than normal equipment (-1 coolness). Lower gear quality and longer mission duration: Covert Ops, Auto Weapons, Demolitions, Gunslinger, Ranger, Sniper
Sabotage Vehicles - enemy vehicles have reduced stats. Better stat loss and longer mission duration: Covert Ops, Demolitions, Heavy Weapons
Send Supplies - gradually increase the loyalty of the town where the agent prepared the mission. Ignores minimum loyalty requirement. No bonus effects!
Train Militia Anywhere - militia can be trained outside of town. Longer mission duration: Covert Ops, Survival, Teaching. Increased max trainers: Teaching
Soldier Bounties (Kingpin) - gain cash for killing enemies. Only offered is Kingpin is still alive. Longer mission duration: Covert Ops, Demolitions. Higher payout modifier: Covert Ops, Deputy, Snitch. Higher max daily payout: Demolitions, Snitch. Extra effects: Deputy (bonus for officers), Demolitions (bonus for robots/jeeps/tanks).
[Updated on: Mon, 07 November 2022 10:39] Report message to a moderator
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Private 1st Class
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New feature: ARC
By: rftr on Sat, 21 August 2021 06:27
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Re: New feature: ARC
By: rftr on Thu, 02 September 2021 05:11
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Re: New feature: ARC
By: rftr on Sat, 23 October 2021 03:26
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sat, 05 February 2022 05:50
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sun, 06 February 2022 07:41
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Wed, 09 February 2022 00:53
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Mon, 14 February 2022 19:44
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Sat, 19 February 2022 03:41
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Re: New feature: ARC
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Re: New feature: ARC
By: Shadooow on Sun, 20 February 2022 06:51
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Re: New feature: ARC
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Thu, 03 March 2022 09:49
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Re: New feature: ARC
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Re: New feature: ARC
By: rftr on Mon, 07 November 2022 10:40
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