Home » JAGGED ALLIANCE 3 » JA 3 Wish List » SIZE OF THE TEAMS
SIZE OF THE TEAMS[message #4108] Tue, 24 October 2006 00:54 Go to next message
GOTH is currently offline GOTH

 
Messages:60
Registered:September 2006
Location: Portugal
The new JA should have the possibility of incresing the number of characters per team, and total of > 18.

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Corporal
Re: SIZE OF THE TEAMS[message #4109] Tue, 24 October 2006 12:18 Go to previous messageGo to next message
daespo is currently offline daespo

 
Messages:11
Registered:October 2006
Location: Germany
Yep!

Wildfire increased the team-size to 10 members, but that sucked because you still could recruit a maximum of 18 mercs. 30 Mercs would be nice, this would give you the possibility for having three teams

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Private
Re: SIZE OF THE TEAMS[message #4110] Tue, 24 October 2006 13:53 Go to previous messageGo to next message
greymarcus is currently offline greymarcus

 
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Registered:August 2005
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Although, 1.13 is opening many parts of the gameplay. I am wondering weather making the team size bigger would just totally unbalance the game more. Already at my current came Ja vannilla I have no problems taking Meduna with my 18. Smile

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Private
Re: SIZE OF THE TEAMS[message #4111] Tue, 24 October 2006 21:56 Go to previous messageGo to next message
GOTH is currently offline GOTH

 
Messages:60
Registered:September 2006
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@ greymarcus

But wouldn

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Corporal
Re: SIZE OF THE TEAMS[message #4112] Wed, 25 October 2006 02:24 Go to previous messageGo to next message
greymarcus is currently offline greymarcus

 
Messages:6
Registered:August 2005
Location: Toms River, NJ
Well, if you put it that way. Biff,
Flo, and my IMP is up for the challenge. Smile

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Private
Re: SIZE OF THE TEAMS[message #4113] Tue, 07 November 2006 13:26 Go to previous messageGo to next message
daespo is currently offline daespo

 
Messages:11
Registered:October 2006
Location: Germany
Quote:
Originally posted by greymarcus:
Although, 1.13 is opening many parts of the gameplay. I am wondering weather making the team size bigger would just totally unbalance the game more. Already at my current came Ja vannilla I have no problems taking Meduna with my 18. Smile
I'd say that a team-size of 10 (just like in WF) is great. But it'd make more sense to increase the max. number of mercs from 18 to 20. So you can use 2 full teams. Stops nasty switching between three teams, that are basically two teams ^^

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Private
Re: SIZE OF THE TEAMS[message #4114] Wed, 08 November 2006 22:55 Go to previous messageGo to next message
Lucas is currently offline Lucas

 
Messages:311
Registered:June 2006
Location: Londrina, PR, Brazil
I do not see any reason to increase the number of mercs in a team... In a squad with two good Night Ops mercs at least, 3 or 4 mercs do the job quite nicely Wink

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Master Sergeant
Re: SIZE OF THE TEAMS[message #4115] Thu, 09 November 2006 14:00 Go to previous messageGo to next message
daespo is currently offline daespo

 
Messages:11
Registered:October 2006
Location: Germany
They do. But think about situations where you want to take a setor with two teams (ie 6&6 = 12 or 5/5 = 10). Here would a teamsize of 8 or 10 be more comfortable, since you don't have to swith between the teams. Only exception is: Attacking from two sides.

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Private
Re: SIZE OF THE TEAMS[message #4116] Fri, 10 November 2006 15:03 Go to previous messageGo to next message
gearsx is currently offline gearsx
Messages:3
Registered:November 2006
Id say increase squad size to 8 mercs which is a 33% increase BUT also increase the number of enemies by 33%

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Civilian
Re: SIZE OF THE TEAMS[message #4117] Sat, 11 November 2006 01:55 Go to previous messageGo to next message
Richard is currently offline Richard

 
Messages:29
Registered:June 2004
Location: Montr
Team size and the number of enemies is an item that can't just be modified in a whim.

This is a turn based game that requires micromanagement for all the individual Mercs and every additional character that can be handled does add up.

In JA2, you could have several teams in the same sector too and with 3 full teams of trained men, you could nearly walk over the territory.

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Private 1st Class
Re: SIZE OF THE TEAMS[message #4118] Sun, 12 November 2006 11:57 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
Exactly.
Sirtech had the basics worked out correctly balancing reality against gameplay to produce a workable compromise. Six to a squad works well.

If anything consideration might be given towards providing vehicles with different capacity and perhaps a trade off whereby unattended vehicles can be stolen - destroyed more easily than in JA2 but players find more of them scattered throughout the game.

We still have no idea of scale: how many sectors/locations exist on the gameworld which is important when considering squad size - number of vehicles.
By having around 230 playable locations JA2 ensured it's replayability success and I hope JA3 has an even larger setting.

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Sergeant Major
Re: SIZE OF THE TEAMS[message #4119] Mon, 13 November 2006 02:19 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
thanx richard n bearpit , its good to know these things are being thought out instead of rushing to obey every fans wishes..

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Captain

Re: SIZE OF THE TEAMS[message #4120] Tue, 14 November 2006 03:14 Go to previous messageGo to next message
Richard is currently offline Richard

 
Messages:29
Registered:June 2004
Location: Montr
The world is going to be much larger in scope. This will require using vehicles to quickly get from one area to another.

The setting is pretty big but the way it is handled, it should not become cumbersome.

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Private 1st Class
Re: SIZE OF THE TEAMS[message #4121] Wed, 15 November 2006 10:32 Go to previous messageGo to next message
Drake is currently offline Drake

 
Messages:19
Registered:January 2006
Location: Baltimore
Will the sector maps be larger, sir?

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Private
Re: SIZE OF THE TEAMS[message #4122] Wed, 15 November 2006 21:47 Go to previous messageGo to next message
Harper is currently offline Harper

 
Messages:149
Registered:June 2003
Location: Germany
What I always diskliked about JA2 is that there were so many empty maps. I think most people like maps that are designed well; I guess that's why people liked the good old "Demoville" so much.

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Sergeant
Re: SIZE OF THE TEAMS[message #4123] Thu, 16 November 2006 02:42 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
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about empty maps , yeah it's none too exciting just harin through with nothing to see or do so little touches like npc's or shops or arguements to breakup would be good till meeting enemies though not every sector would be occupied??

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Captain

Re: SIZE OF THE TEAMS[message #4124] Thu, 16 November 2006 07:10 Go to previous messageGo to next message
Richard is currently offline Richard

 
Messages:29
Registered:June 2004
Location: Montr
Sector maps will have variable sizes.

I would think that yes, some may be bigger.

I don't want them to be too big though for game balance reasons.

About 'empty' maps, what should be called wilderness, they are there to support the concept of encounters as opposed to mission maps where there are specific targets to take on.

Generally speaking, these do not get explored the same way than target maps.

One obvious plus with the supersized world map is that it becomes impossible to honeycomb, like you could in JA2.

This means that if something is out there, you will need the info and location first.

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Private 1st Class
Re: SIZE OF THE TEAMS[message #4125] Tue, 21 November 2006 15:54 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
There were some posts her made on 18-19 Nov but they vanished ??? as sometimes happens.

One area of discussion centered on whether there are advantages to a mainly mission based structure on a large gameworld with all areas available subject only to transport & enemy presence considerations as opposed to a more linear, advance, hold, train militia, gather supplies then advance to another location till you reach an endpoint as happens in JA2.

Players were given secondary missions at fixed locations, rescue Maria, kill Bloodcats, deliver Challice to Yanni, Kingpin wanting the Challice, and this necessitated holding territory then clearing a path through enemy held area to complete quests.

But the main objective was always entering a fixed point (capital) to assasinate a leader.

So from that fixed perspective it's interesting to imagine alternate possibilities.

Except for specialized one off quests, missions fall roughly into these categories:
1. Rescue person A then escort to area X
2. Assasinate baddie A in area X
3. Assasinate baddie A but you have to find them first.
4. Engage enemies in area X
5. Deliver an item to person A in area X.
6. Pick up an item from person A in area X.
7. Pick up an item from person A & deliver to person B.
8. Sabotage or destroy an object in area X.
9. Covertly infiltrate area X to do something.

You could do all of these things from a base of operations without necessarily holding towns or areas of countryside and perhaps create temporary forward bases then withdraw.
In JA2 quest instructions were issued face to face yet there existed a laptop ... which can just as easily convey instructions via e-mail.
A condition of victory might be to succeed in a given number of missions without being required to conquer & hold ever increasing areas of territory.
The final mission might be something spectacular or far into enemy held territory but not necessarily to hold territory.

JA2 was in effect a strategic board game with, finances, micromanagement, roleplay - quest structure and combat .... lots of combat.

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Sergeant Major
Re: SIZE OF THE TEAMS[message #4126] Thu, 23 November 2006 02:38 Go to previous messageGo to next message
Richard is currently offline Richard

 
Messages:29
Registered:June 2004
Location: Montr
Consider that winning for all factions may not necessarily mean the same thing and that the road to winning my require multiple paths.

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Private 1st Class
Re: SIZE OF THE TEAMS[message #4127] Thu, 23 November 2006 02:53 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Registered:August 2003
Location: Pleasantville, NJ
I also heard mention of the ability to change and choose between a variety of factions. If this is correct the strategic layering would increase dramatically.

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Sergeant Major
Re: SIZE OF THE TEAMS[message #4128] Thu, 23 November 2006 02:54 Go to previous messageGo to next message
GOTH is currently offline GOTH

 
Messages:60
Registered:September 2006
Location: Portugal
How many factions will be?

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Corporal
Re: SIZE OF THE TEAMS[message #4129] Thu, 23 November 2006 08:04 Go to previous messageGo to next message
Lucas is currently offline Lucas

 
Messages:311
Registered:June 2006
Location: Londrina, PR, Brazil
So in JA3D the sectors are unlocked as you complete the quests in game or get some info about the sector? Interesting Smile

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Master Sergeant
Re: SIZE OF THE TEAMS[message #4130] Fri, 24 November 2006 08:20 Go to previous messageGo to next message
Drake is currently offline Drake

 
Messages:19
Registered:January 2006
Location: Baltimore
Richard didn't say the sectors would be 'locked' until the pertinent information is uncovered about them, just that the world map would be so large that it would be necessary to have some idea where your objectives are. I sincerely hope that the game can unfold in a completely non-linear fashion, to avoid the boring pitfalls that games like Fallout had.

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Private
Re: SIZE OF THE TEAMS[message #4131] Sat, 25 November 2006 02:58 Go to previous messageGo to next message
Richard is currently offline Richard

 
Messages:29
Registered:June 2004
Location: Montr
The game is non-linear.

Still, to achieve a certain story telling capacity, some events may be triggered by other events or combination of events, either triggered by the player, the other factions or a combination of the above.

This means that certain elements of the 'storyline' may not happen before other elements have been triggered.

Then again, those mechanisms should be fairly seamless to the player and things should evolve rather smoothly.

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Private 1st Class
Re: SIZE OF THE TEAMS[message #4132] Sat, 25 November 2006 06:02 Go to previous messageGo to next message
Harper is currently offline Harper

 
Messages:149
Registered:June 2003
Location: Germany
That sounds good Smile I'm pretty interested in the final outcome of your efforts.

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Sergeant
Re: SIZE OF THE TEAMS[message #4133] Sat, 25 November 2006 23:52 Go to previous messageGo to next message
CaRNi4 is currently offline CaRNi4

 
Messages:48
Registered:August 2001
Location: NL
Wish for some screenshots under the christmas tree Smile

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Corporal
Re: SIZE OF THE TEAMS[message #4134] Sun, 17 December 2006 10:11 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
the more encounters the better , good and bad also some unusual meets would add to the experience....

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Captain

Re: SIZE OF THE TEAMS[message #4135] Fri, 22 December 2006 06:02 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
an if theres screenshots under the xmas tree , as im goin away for coupla weeks i'll be the last kid on my block to see em ! tisn't fair :hmm:

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Captain

Re: SIZE OF THE TEAMS[message #130403] Thu, 22 February 2007 03:12 Go to previous message
Annapolisjohn is currently offline Annapolisjohn

 
Messages:117
Registered:September 2003
Location: westminster, Maryland
Maybe 2 Teams Max in each sector would be cool ... But its nice to have another group to micro manage (Medics,Militia trainers, Mules to carry stuff to the weapons & items traders... Etc)

I like using a lot of different characters if your total team size were not as big it would not be as fun...

@ Richard ... In My Humble Opinion ... I am expecting bigger & Better... Downsizing,Taking away of Destructable Walls, Admin tasks like revenue generation & Militia, and linear play are all big steps back that most of us here dread... Please Keep it Real... While improved graphics are cool the things that make this game far superior to it competition is what make it following so strong!

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Sergeant
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