Home » BIT COMPOSER GAMES » JA:BiA Modding » [MOD] Combat Evolved for Back in Action and Crossfire
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311845] Wed, 07 November 2012 00:04 Go to previous messageGo to previous message
yupper

 
Messages:44
Registered:October 2012
Rathiel

It's sad the stealth mecanics arn't working, but i remembered they did in the vanilla game, didn't they ? I used to kill quite some lone patrolers right after release. Guess thats quite another hit on my mood to try the game again.


It sort of works, just not very well because night camouflage isn't working (at least, last I checked, the reports on the official BC forum all said it wasn't working). In JA2, your mercs can stealth kill an entire map if they are never discovered. But once you trigger an alarm, the entire map goes into 'lockdown mode' and every enemy defender is on the lookout for your mercs. In JABIA, you can literally blow up one portion of the sector with grenades and explosives, and enemies in other portions of the sector will still be completely oblivious and go about their normal activities in spite of the fact they are carrying squad radios (a feature BC never fully implemented).

I have managed to sneak up behind enemies a few times. If you pause the game, and scroll to an enemy, it will show their 'cone of perception.' Using Fox and a SMG with silencer in prone or kneel stance, I've managed to get within a few paces behind enemies and burst mode them to bits. But there really isn't any point in going through that aggravation since there is no working 'alarm' feature in the game. It's much easier to simply shoot them from a distance since the other enemies in the sector will never be aware of your mercs' presence in the sector no matter how much noise you make, unless they are already nearby.

There is something you can do to make the game more interesting in the beginning. You can change the level of enemies at the Drassen airport to make them a lot tougher with better weapons. Then you can use the 'Drop All Loot' mod so that after you kill them, you get their weapons (hopefully some rifles and not just pistols). This way, you would have to 'earn' your better weapons in the beginning of the game. In my own game, I edited my own 'Drop Loot' mod where dead enemies only drops weapons and ammo all the time (rather than everything they have). This means I still have to buy armour and everything else. I also removed daily income from most of the sectors except those with revenue generating facilities like mines, airports, and harbour, in order to compensate for the additional income from the extra weapons I sell to the traders. I opened a thread a few days ago about how to balance the economy given what we can edit, if you want to swing by and get/contribute ideas.

Quote:

Well, guess i still have to stick to Silent Storm when I want to play a nice turn based tactical shooter.
Can't stand the JA2 graphics :sick:. Anyways, thanks for the help!


I am ok with the graphics (although the restricted camera view is still horrendous). I am one of those players who is more interested in robust gameplay than graphics. If BC had managed to port JA2 to this 'Plan and Go' engine in its entirety, with all the NPC quests, sectors, IMP, San Mona fight club, and some of the features from JA2 1.13, this would have been an amazing game for me. There are times where it feels like this game just needs one more major patch to make it 'good', or at least more moddability so we can change other game parameters to make it 'decent.' Alas, neither is likely to happen so this game will never get beyond 'mediocre', if even.

I like Silent Storm but I can't bloody stand the panzersuits. You should try Firaxis' XCOM remake if you haven't.

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