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Game News Jagged Alliance 2 - Reloaded Ditches Turn-Based Combat

GarfunkeL

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I really cannot understand how they can think that line-of-sight is a difficult concept to understand.
 
In My Safe Space
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Codex 2012
Fucking Xenos :x .

alienfilth.png
 

jagged-jimmy

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Codex 2012
GarfunkeL said:
I really cannot understand how they can think that line-of-sight is a difficult concept to understand.
WHER HE COME FROM!!!11one I CHECKZOR ALL MAP AN IT WAS FREEE NOAW SOEME CHEATS SPAWNS DUDES EVARYWHE WAT IS GOAING ON I DONT UNERSTND THIS WTF LOLLOLOLO
 

zeitgeist

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I'm probably the only one who still sporadically checks out that almost-dead board, so here's the latest dev post:

bitComposer_Jochen said:
My last information is that no changes from the original Jagged Alliance 2 are planed to characters and equipment
bitComposer_Jochen said:
Merchs will be equiped (and skilled) AS IN JAGGED ALLIANCE 2!
No changes.
So everyone who - like you - has played JA2 will find every Merch as YOU EXPECT them.
Balancing might change, but the Characters will not.

cheerz
Jochen

ps: Every member of the Dev team HAD to play both JA2 as well as most mods. :)
 

sgc_meltdown

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Messages
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zeitgeist said:
MetalCraze said:
Merchenaries?
Apparently there's some confusion among the German-speaking population regarding what "merc" actually means. I recently even found them listed as "merchants" here for example: http://www.ja2.de/wf/en/merchants.html

Well they are merchants, are they not? Merchants of death? :smug:

Very serious research on my part via google translate gives Merchant as 'Kaufmann' in german, which in turn is variously translated as

1. merchant
2. businessman
3. trader
4. merchandiser
5. small storekeeper

Businessman! I like that. For what are mercenaries if not independent entrepreneurs leveraging their practical experience in direct military action?
 

Turgid

Novice
Joined
Feb 17, 2011
Messages
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So a turnbased tactical combat game emphasizing cover, terrain and LOS where you control mercenaries has devolved into a real time game about german shopkeepers?
 

Spectacle

Arcane
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Messages
8,363
Damn, it's hard to look at those screens and not imagine that the game is actually turn based :(
Why did they have to go with boring real-time?
 
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Spectacle said:
Damn, it's hard to look at those screens and not imagine that the game is actually turn based :(
Why did they have to go with boring real-time?

Because people don't like thinking.
 

tindrli

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The turn-based strategy system will not be implemented. Tactical battles will not be fought in TB mode but in realtime - it will, however, be possible to pause at any time or to configure an automatic pause. (for instance: when a merc runs out of ammo.

Advantages of the Plan & Go-system, when compared to the original TB summarized:
-It is more dynamic, because it allows realtime battles
-It introduces timing as a gameplay element: Due to transparent and foreseeable enemy movement, it will be possible for the player to sneak dextrously past them or wait for a good opportunity for an attack.
-It makes it impossible to stumble into a fight while the mercs are far from the front lines. In JA2 it was very time-consuming to move all mercs to the front line, because you had to split their movement over several rounds.
-Battles with many enemies are faster. A turn took a long time in JA2, when many mercs and enemies were involved in a fight.
-The new system supports new AI features as suppression and flanking, which only work when the actions take place simultaneously - not in sequence

fucking disaster :x
 

hoverdog

dog that is hovering, Wastelands Interactive
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Project: Eternity

SharkClub

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Strap Yourselves In

zeitgeist

Magister
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jagged_alliance_back_in_action_3.jpg


Game Developers Conference previews: Gamespot and Gamezone. And of course, what would gaming journalism be without some historical revisionism:

Gamespot said:
And just like before, the game will give you the choice to play these battles in real time (if you happen to be totally insane) or in turn-based mode (if you're sane).
edit: Also, this is interesting:

Gamespot said:
From what we can tell from our brief demonstration, Back in Action brings back all the elements of the classic tactical strategy game, including limited action points for each mercenary to spend each turn on movement, reloading, firing, throwing grenades, using explosives, patching up wounded teammates, and so on. If you happen to be carrying an automatic weapon, you can also still set your firing mode to single shot, burst, and full auto. Back in Action also uses Jagged Alliance 2's line-of-sight system, which displays each character's field of view as a triangular cone on the ground radiating outward, and just like in the original game, your best bet, at least early on, will be to stay low, stay out of sight, and pick off enemies one by one.
Did they change the game into a Fallout Tactics-like realtime/turn-based hybrid while no one was looking, or is it just shoddy reporting?
 

Achilles

Arcane
Joined
Sep 5, 2009
Messages
3,425
Nah, they probaly consider the "active pause" system to be turn-based. It wouldn't be the first time.
 

zeitgeist

Magister
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Aug 12, 2010
Messages
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GarfunkeL said:
Either they completely changed their design for the game or Gamespot is unable to find their own ass with two hands and a map.
Apparently it's the latter:

bitComposer_Jochen said:
now the gamespot preview......

Unfortunately that one is actually a little misunderstanding (or at least its misleading).

There will be NO native TBS mode.
Instead the plan&go system will allow what i call "pseudo"TBS:
The game will allow regular pauses. In this pause mode you have all the time in the world to give your mercs several commands (we are talking about complicated stuff like 'move into that cover, then shoot enemy x s leg, after that throw a grenade into bilding a and advance towards building b').
And dont get me started about coordinated actions (as everything will happen parallel once the stop mode ends merchs can obviously work together quite well...instead tf the old one after the other actions)
 

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