Home » FULL CONTROL GAMES » JA: Flashback (Solutions. Tips. Spoilers!) » Jagged Alliance: Flashback now on Kickstarter
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318131]
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Sun, 28 April 2013 15:52
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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It would be nice if the core elements were dynamic and flexible, like the AP system. The more AP's you have available at each turns, the more you can tweak different actions to make it more tactical. Just think about a simple function like raising a gun, that should depend on weapon length and weight, and character STR, DEX and AGI. If you don't have enough AP's per turn, most weapon will cost the same, making choosing the right weapon for the right role unimportant. The same goes for recoil, weapon balance should be part of the AP cost. This is one of the more important additions in the 1.13 mod, having a 100AP round instead of a 25AP round. So when I say dynamic and flexible, have these things in mind when scripting it. Even if you don't have much time to balance this during development, the community loves to do this stuff and having the variables easily available will be important. Each gun should have a wide variety of settings, not just damage, weight, AP cost and range.
Another part where you should consider a dynamic approach is the ammunition. Please don't make it hard for the modders to add some depth here, like being able to load both HP and AP rounds in a magazine. You know, like having a broader TYPE like 5.56x45 and 7.62x51 which is used by the weapons, and then another sub TYPE for the magazines, like AP, HP and FMJ or whatever.
Map size should vary, urban sectors should be smaller(due to computer limitations) since they are about CQB tactics. But rural sectors should be large so the player can take advantage of having snipers, spotters and machine gunners in their squads. They shouldn't just be wide open spaces, there need to be some choke points where you can set up kill zones, and elevated positions for your sniper.
I have a gazillion ideas and suggestions for you, and once you get the forum colors in better shape I'll start posting them there
EDIT: These suggestions might look obvious to you, but after the BiA "incident" it's best to not take anything for granted
[Updated on: Sun, 28 April 2013 16:03] by Moderator Report message to a moderator
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Sergeant
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318133]
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Sun, 28 April 2013 16:55
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Peal |
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Messages:259
Registered:August 2007 Location: Germany |
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R@SThe more AP's you have available at each turns, the more you can tweak different actions to make it more tactical. Just think about a simple function like raising a gun, that should depend on weapon length and weight, and character STR, DEX and AGI. If you don't have enough AP's per turn, most weapon will cost the same, making choosing the right weapon for the right role unimportant.
Yes, 100Ap might sound unsexy or even poor designed, but it is quite the opposite. Like R@S said, everything becomes more important and you have to consider much more tactical depth.
Also the AI. Please consider to make an different AI for each enemy class. Also only 2-3 Enemy classes are very boring in the long term. So here hopefully some inspiration:
- Biker/Gangster
should use Monotov Coktails, Meele Weapons. They should always try to get into the meele combat. Also heavy use of shotguns. Berserker sprints, and strength based moves, like body-checks, jumps into meele, fistfight and so on.
- Smuggler/Thiefs
There could be a class which tries to escape from the sector, but if you catch them, you get plenty of stuff. Also there could be civilians trying to steal from you. A Smuggler could also like to trade with you. If you kill him, other smugglers are not likely to trade with you again. Also there could be a Thief / Smuggler guild
- Bodyguards
Important NPC or Enemy types even a smuggler or thief could be guarded by bodyguards. They should have an own AI for Combat, saving the VIP. Most likely heavy protected.
- Rebels/Militia
Should be fighting with guerilla tactics, also using traps, hit and run. The training level of your own Militia should be represented by an AI layer like using Elite tactics in the End. Very important is the group movement, they should be covering each other using suppression fire while trying to take your flank.
- Boss
Like an squad-leader, there could be bosses for each type of enemy. But pls consider them to be more trained and better armed, rather than just +1000hp. A Fat Biker Boss even walks cocky and yells at you. A good feature for the atmosphere would be a squad leader giving commands, you can hear him, or if you see him, he should be animated like over watching the battlefield.
- Elite
An Elite Enemy should not only be better equipped, they also should use special tactics. Using smoke and blend grenades. Also there could be special moves like sliding into cover.
An elite enemy group should act like an well trained swat team, and should not run like any other enemy like retards into your over watch.
I don't see anything AI related in your stretch goals! Please don't underestimate this part of the game. In space Hulk you talk about playing against an Human Player, hopefully you can expand this into JAF
[Updated on: Sun, 28 April 2013 17:00] 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 #318148]
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Sun, 28 April 2013 20:11
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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DepressivesBrotOh, one big wish from me:
Do not, under any circumstances, introduce axe wielding maniacs in full Kevlar+ armor as a standard enemy type. It's retarded. I second that, with an addendum. If anyone requests zombies, ban them immediately! That *expletive* has no place in a tactical game, and anyone with a working(adult) brain can figure out how silly fighting zombies would be in a game of this type. Sure, it sounds kewl, but just think how tedious it would be after 20 minutes of playing. (sorry if I offended anyone, but seriously, think about it)
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Sergeant
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318157]
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Sun, 28 April 2013 23:53
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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I never claimed I knew more about jagged alliance than DB does, I only challenged his assumption about me. I've probably put as many man hours playing Jagged Alliance as most of the old timers here have, and the assumption that I haven't has always miffed me. Since I'm known for my work on an RTwP game, that can be understood and sometimes excused
This thing people have about either loving TB or RTwP is a mystery to me, why the need to pigeon-hole people? To me that's secondary to tactical depth, which is what I find most enjoyable when playing. BiA didn't fail because it wasn't TB, it failed because it lacked tactical complexity on so many levels. It was the lack of any stealth options, and the weapon and battle system was below par as well, that made it a failure. If CorePlay had another year to work on it, and an interest in making a deep tactical game, it could have been a success, at least in my eyes.
It's hard judging FC right now, they give a lot of lip service to gather support for their Kickstarter, but I have hope. If they don't deliver, I have another thing I can go back to, as this community can go back to our beloved JA2 1.13 project.
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Sergeant
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Re: Jagged Alliance: Flashback now on Kickstarter[message #318168]
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Mon, 29 April 2013 03:03
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Shanga |
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Messages:3482
Registered:January 2000 Location: Danubia |
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The idea is the bC made all the wrong steps right from the go. Announced they make "JA2 Reloaded" with pomp and then said it's no longer TB. That's like looking down the barrel and pulling the trigger to check if shotgun is loaded. The fact that they renamed it BIA and pulled all the marketing bells and whistles just didn't work. They realized way too late this game is A CULT GAME. It's not your pewpewpew tadadada shooter my 7 year old would probably love (but he's forbidden to play). This is a cult game for a very very specialized and expert hardcore fan base. And if you can't win the hardcore fans and think "fuck them, we'll just rebrand it and sell it to kids", the fans will give you a whoopin to remember.
Every game, standalone or online, that betrayed its hardcore fan base has failed ugly. I mean really really ugly. Because it's the Internet Age and what I tweet and post on my FB today it's read by 100-200 people. And from there on it just snowballs downhill. Multiply that by a couple of thousands and you can understand the power of word of mouth today. It's something some gaming marketeers never got taught at school. Or dunno, maybe some CEO were schooled back when it mattered more what X or Y magazine said about it. And instead of being true and honest to the people that matter most - their audience - they prefer to manipulate reviews and buy gifts for gaming editors to write nice things. That's not working so well nowdays. Cause users will fuckup your Metacritic ratings, they will thrash your review comments and will disintegrate your company on forums.
This is why FC is doing well what they are doing and they're are to be applauded. Only downside, they have nothing yet to show. But they're not asking for $2 million either. They're basically asking for a chance to prove it can be done right.
And let's face it - after BIA, it's the best chance we got. Maybe the last.
[Updated on: Mon, 29 April 2013 03:04] by Moderator Report message to a moderator
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