Some can not into reading.
The info provided is very clear and we have a very good idea of what they want to make.
What is problematic is the very low budget and the unknown developer.
Too true.
We just want to briefly note that we have a lot more updates planned, covering detailed information on the ideas we have for the game. From story to world economy and customization options.
Important, core elements of a JA game. I can hardly wait.
“If it ain’t broken - don’t fix it”.
This is where some of the newer games got it wrong we think.
Flashback will be using the same mechanics for the tactical layer as Jagged Alliance 2. We are NOT dumbing anything down or replacing complexity with simplicity.
Sounds good, let's hear some more specifics below!
We are making a new story - using the JA2 core tactical mechanics, selected pieces of 1.13 community patch as well as additions of our own.
[...]
We don't just want Flashback to be a rehash of JA2, we want to ensure that the improvements made by the community are taken into consideration. We want to show you how AIM came about and we want to expand the backstories of your favourite mercenaries. We think these are ample reasons to make a new game for both new and old fans to enjoy!
This is the combat update? Also, what parts of 1.13 are you going to use? Also, I hope you don't mean that literally.
This wouldn't be a true Jagged Alliance game without the hybrid system, therefore we are bringing back the hybrid system, enabling real time positioning your troops while roaming in a given sector outside of combat.
Yay, specifics!
During all phases, enemies are only visible while inside line of sight and a few turns after leaving it again.
Derp, but possibly just communication issues.
To make things a little more interesting while roaming, we are adding fog of war to the game. This adds exploration as part of the game. When entering an undiscovered sector most of it will be black, and is only revealed as you explore it.
This opens up a whole new dimension to the game, and we think it’s something that could really add to the tactical depth of the game.
I think fog of war is stupid, redundant with line of sight, and likely tedious in this game but at least that's a specific they've mention.
Going into turn-based combat will be very much like JA2.
You will have the standard action point system to perform movement, shooting, reloads, detonating C4 etc. The amount of action points for each turn is still depending on the state of the unit in terms of health, fatigue, stress, current stance and even possibly a more complex suppression system like in the 1.13 mod.
Cool, you're not going to change the main draw of the game. It may or may not be equal in quality and complexity as the current game that we all own and play without paying money for.
Cool, they might be able to make something like Renegade Republic if they reach their stretch goals.
$450,000 - WATER BOARDING!
Just what JA2 was missing.
Also, it should be noted:
Damned Danes.
It’s become apparent to us that there are a gazillion questions about the details and also a lot of personal wish lists for what should and should not be in the a new Jagged Alliance game. We’re currently in pre-production of the game so we do not have all the little details in place yet, which is also why we’re taking all your feedback in to see which direction to take the game.
We will add more updates through the next weeks that will go into more depth on different aspects. For example we are looking hard at making a more deep stealth mechanism, taking weapon modification into the game and so on.
But end of the day a lot of these details are impossible to answer before we know more about the final budget. Every little feature and art asset costs money to produce. And we want to make sure that we keep what we promise!
Wait, that's it? The update's over? That's the "Combat" update in a tactical combat game? Oh, you don't know any more details than that?
What did we learn?
-Fog of war
-Factions
-Not going to change anything else about the combat, as long as they can recreate it successfully
Meaty.
Look, money is important. But I can tell you now that asking people to give you money when you don't have a specific plan in place is dishonest. Budgets are a bitch, game development is like roadwork in its capacity to overrun time estimates, but any business venture looking for investment saying "yeah, we'll work out all the details once we see how much money we can get" is ridiculous.
Grunker, people backed those projects (I assume) due to faith in the people planning them, people who have experience managing game projects, have released, well-liked games, and who have a reputation and career in the industry at stake. These guys don't have that good will--not the track record nor the trust. And for whatever reason, their press releases and interviews so far make them look like opportunists.