Home » FULL CONTROL GAMES » #JAFDEV » Community Wishlist for JA:F
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Re: Community Wishlist for JA:F[message #318870]
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Tue, 07 May 2013 13:48
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Shanga |
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Messages:3479
Registered:January 2000 Location: Danubia |
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Here's a list of features the community has dreamed of since JA3 was announced a decade ago. Dunno if it's of any use, but they deserve the spotlight each time someone says a new game is in the making:
- Multiple Endings; It would be nice to have more than one defined ending for the game. Although JA2 has great replay value with the slew of mercs and tactical situations, it always geared to the same final showdown with the same results. Having game events impact the possible ending would be fabulous.
- This is the one I desperately want to see in all my favorite character-driven games. The paper doll inventory system. For those that don't know, it's alot like the old paper cut-out dolls where you would put different items on the paper doll in whatever fashion you wanted. The earliest game I remember playing that used it is Ultima VII: Serpent Isle. More recently, Rage of Mages 2 (god awful game, but the inventory rocked). Instead of 'slots', when you equipped a weapon, the item was visually placed in a static representation of your full-body merc's hands.
- I wish I could see on my mercs:
- different clothing
- tech kits
- wounds/maiming/bloody patches
- dirt/water
- different firing attitudes (single hand shooters, both hands shooters, one hand used for support, etc) - New modes of transport: trains, vehicles that work inside the sector, rubber dingy for coastal attacks, planes you can parachute from.
- New strategic option brought on by new vehicles such as trains:
1. Detonating a tree next to the line with explosives causing a blocked track.
2. Detonating explosives in a cutting causing a landslide to block the tracks.
3. Blowing up a section of track.
4. Comandeering a signalbox and stopping a train by throwing a red light or switch.
5. Blowing a bridge or tunnel.
6. Firing Laws or Mortars at the locomotive. (bad for loyalty killing civilian rail workers) - Vehicles:
More of them, have abandoned vehicles which mercs may (or may not) be able to repair. Allow storage of items into these vehicles (a must! I believe this would eliminate the need for a base). Allow mounting of specialized weapons to the vehicles. The vehicles can still be stationary in the sector, this would limit the use of specialized weapons because the enemy would have to be in close contact with the vehicle (let the user place the vehicle like they do mercs when entering an occupied sector). Moving vehicles could also be performed based on current APs for each vehicle
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Re: Community Wishlist for JA:F[message #318872]
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Tue, 07 May 2013 13:52
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Shanga |
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Messages:3479
Registered:January 2000 Location: Danubia |
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- A certain ammount of food would be required per day to keep the mercs energy up. Perhaps special rations could keep the energy level higher during the day. But certainly nothing any more complicated than that.it would just be one more logistical thing. Basically I found that there was WAY to much money to be made. So one of the ways to combat that would be that you have to buy food to support your troops.
- 1. Mercenaries: Backgrounds: there should be more nations represented. Especially there should be more characters from countries with a "militaristic vibe", as I like to call them. This includes, for example, countries with a turbulent history (Africa, Middle-East, former Soviet Union, Latin America...) and countries with a conscription (Israel, South Korea, Finland...). Also, more women. Military isn
[Updated on: Tue, 07 May 2013 14:14] by Moderator Report message to a moderator
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Re: Community Wishlist for JA:F[message #318873]
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Tue, 07 May 2013 13:52
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Shanga |
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Messages:3479
Registered:January 2000 Location: Danubia |
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- 1)first, better AI and more tactics involved. The lack of real tactics is what make rpgs boring to me. It's good to have a few different tactics depending on a situation and sector(first sectors would be the core ja, subquest exotic tactics, final challenges, or dedicated merc enemy teams...). I suggest the ability to call tacticians during the game(with various costs and risks about the discretion of the attack), buying plans, or critical datas to prepare an attack(at what time there will be less guards, when should we attack to recruit people and have a good timeframe, who are the principal/mandatory target to have to kill less people... etc)... Maybe this could be easy-moddable, and imho the easiest way is to make it easy to script, and make them full text (not requiring graphics or sound) features.
- 2)more realistic maps(levelled?, physics, weather changes...)
- 4)I like the ability of training militia, but what about training people to recruit them and replace as backup. You would accomplish missions, kill people and people depending on how they judge them as success, or failure, will accept to be trained. Their availibility would depend on their job in town, or such. Indeed, I would prefer if a player accept the death of their characters, and don't reload to return at a save point. They would count instead on their backup. And for the training side, if someone of your team is a sniper and decide to train a rookie, the rookie would be sniper, with maybe some modified stats.
As a final note: these are random thoughts by various players of the JA2 titles. Not a must-have, but things you can think of proposing when you need ideas for new features.
[Updated on: Tue, 07 May 2013 14:19] by Moderator Report message to a moderator
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Re: Community Wishlist for JA:F[message #319052]
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Wed, 08 May 2013 20:02
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malthaussen |
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Messages:91
Registered:January 2005 Location: Philadelphia |
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Going against the flow, I would like to see a "minimalist" switch for the images and animations, etc. In Silent Storm, I edited out all the backpacks and so forth as they seemed like useless clutter to me. So for those who want to see LBE, camo streaks, weapon attachments, and so on, go for it, but I'd like to be able to turn off all that clutter.
-- Mal
[Updated on: Wed, 08 May 2013 20:03] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Community Wishlist for JA:F[message #319271]
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Fri, 10 May 2013 13:57
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Cipriano |
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Messages:3
Registered:May 2013 Location: France |
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Good day everyone,
Finally decided to register on the forums after reading here from time to time.Jagged
Alliance 2 1.13 being one of my top 5 favourite games of all time, along with the
Silent Storm series(whitout Panzerkleins mod), Man of Prey, 7.62 and Brigade E5.
After the BIA failre, i abandonned hope that a worthy JA2 sequel will be released.
Hope this'll change with FC and the JA:F Kickstarter campaign.
In my opinion there are four aspects that made JA2 one of the best games ever created,
hope these will be implemented:
1. First and most important the TURN BASED tactical combat.
2. The mercenaries personalities,relations and dialogues.
3. The amount of weapons and weapon customization.
4. The chessboard map allowing to visit the sector of your choice.
These four aspects created the whole atmosphere on mediocre graphics.
The new base management feature is a good start, and more micro managment would improve
the game even more : backpacks limiting or increasing the amount of loot mercs can carry,
use of vehicles (cars, trucks, planes, helicopters, some requiring specialized mercs with
traits like pilot to be used), TB tank battles (requiring hirable tank crews), heavy mgs
mounted on pick ups and or used for sector defence, mechanics required to maintain and
repair vehicles,vehicle inventory,food and water consumption, mercs required to train
militia in the different sectors/cities, swimming and boats, parachutes, night ops, more
mercenaries and different types of enemies (recruits,soldiers,special forces),(optical)
camouflage visible on mercs portraits and 3dmodels, many different uniforms, Intercept's
Most Wanted bounty hunting with 6-10 fugitives on San Christobal, airports, docks (needed
to export resources from mines and factories etc., more than 2 mercenary companies,
pl consider these as stretch goals.
Thanks for reading and have a nice day.
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Civilian
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Re: Community Wishlist for JA:F[message #319304]
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Fri, 10 May 2013 21:40
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Taro_M |
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Messages:292
Registered:November 2008 |
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I know it may be too early to ask about this since everything is still up in the air, but what about the scale of tactical maps? This is very important as it impacts how weapons work in the environment.
Im sure that anybody playing JA2 noticed that in vanilla pistols are completely useless. 1.13 tried to fix it somewhat but pistols still were pretty much useless. This wasent due to weapons stats exactly, it was an issue of map scale. Due to low scale (ie. small maps) mercs sight range and weapon ranges had to be scaled down, with meant that you had to stand next to your enemy to to have any kind of chance to to make pistols useful except for some lucky hit. This meant that you could not use cover, or had to engage an enemy with had longer range weapon.
However I installed AIMNAS Xmas release with contained a Big Maps. I have also used a minimod that edited chance-to-hit so weapons were accurate at much longer ranges, I also increased weapon ranges 3 times and gave mercs 100 squares sight range. The results are simply astonishing: the firefights are very, very, VERY intense and dynamic with lots of positioning, flanking, cover fire and suppression fire, and that is just landing in Omerta! Also pistols became very useful since now you can shoot across the street if you get jumped by the enemy. Also since CTH was increased across the board, to take increased map size into account, at close ranges pistols are very accurate and their low AP usage makes them very deadly close combat weapon in cases where larger weapons would be unusable. Now Im really considering hiring Meltdown and keeping her for close combat situations utilizing her ambidexterity and gunslinger talent, this, combined with low AP usage of pistols and now them being actually useful, could create a really powerful combo.
As you can see a scale of tactical maps had a HUGE impact on a whole weapon class (or 2 if you count machine pistols as well), making them completely useless.
[Updated on: Fri, 10 May 2013 21:41] by Moderator Report message to a moderator
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Master Sergeant
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