Burning Bridges
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Hey Shitcomposer, will you also add shoulderpads and oversized guns?
bitComposer said:Discussion on Jagged Alliance 2: Reloaded – turn-based combat system 2011
We are sorry to have caused a furore in the discussion on a modern combat system for 2011. We admit our choice of words at the start of the thread was somewhat unfortunate, which led to the discussion developing in a direction that ultimately focused on the detailed refinements of the system and less on a vision for a modern game version, which was our intention, and we would like to thank you for your contributions.
We recently explained our Plan & Go system and we will now release regular updates on the combat system and answer your questions as best we can for the time being.
We would ask for your understanding if we are unable to go into every question in detail. There will certainly be some changes to our concept of the combat system during the development process, as the theory can often work out quite differently in practice. We would also ask you to bear in mind that the game will not be released for at least a year and, for this reason, everything is far from being set in stone.
Great idea. I'm waiting for activation email.denizsi said:bitComposer said:Discussion on Jagged Alliance 2: Reloaded – turn-based combat system 2011
We are sorry to have caused a furore in the discussion on a modern combat system for 2011. We admit our choice of words at the start of the thread was somewhat unfortunate, which led to the discussion developing in a direction that ultimately focused on the detailed refinements of the system and less on a vision for a modern game version, which was our intention, and we would like to thank you for your contributions.
We recently explained our Plan & Go system and we will now release regular updates on the combat system and answer your questions as best we can for the time being.
We would ask for your understanding if we are unable to go into every question in detail. There will certainly be some changes to our concept of the combat system during the development process, as the theory can often work out quite differently in practice. We would also ask you to bear in mind that the game will not be released for at least a year and, for this reason, everything is far from being set in stone.
I will make a new thread praising the decision to go with the new system but I will criticise sticking with iso-view and will press for first-person. If it's gonna be raped, it's gotta be raped properly, so who's with me? Give me some support:
http://www.jaggedalliance.com/index.php ... mforum_pi1[action]=list_post&tx_mmforum_pi1[tid]=145
I whole heartedly agree!
MAKE IT FIRST-PERSON PLEASE!
I am finding it hard to understand what is going on in these screenshots. Where is the targeting reticule? Where is the action? At least the world looks properly brown, though it does need more bloom. Making it FP is the only sane choice. Would Gears of War or Modern Warfare sold that well if they were some ancient isometric viewpoint style that only old people play? Hell no.
So go first-person and bring it to Xbox too!
I whole heartedly agree!
MAKE IT FIRST-PERSON PLEASE!
I am finding it hard to understand what is going on in these screenshots. Where is the targeting reticule? Where is the action? At least the world looks properly brown, though it does need more bloom. Making it FP is the only sane choice. Would Gears of War or Modern Warfare sold that well if they were some ancient isometric viewpoint style that only old people play? Hell no.
So go first-person and bring it to Xbox too!
Havoc said:I wouldn't mind it... if it only was a graphical upgrade like Settlers 2: 10th Anniversary. But man... Real Time in JA2? Fuck that.
change the combat system
To ensure that Jagged Alliance 2 makes a successful transition into 2011
and that the remake is as attractive as possible to players who know the Jagged Alliance series and to those who have yet to play it, we will simply make a few changes to the existing JA2 combat system.
We are calling the new combat system the “Plan & Go” system.
In the “Plan & Go” system we have omitted the “Fog of War”, which covered most of the map in JA2. Enemies positioned outside buildings are permanently visible, which enables the player to establish a strategy from the outset without having to constantly save and load. In addition, the world looks much more animated and lively as the hostile forces patrol in the meticulously detailed 3D backdrops.
The “Plan & Go” system removes the turn-based structure.
The real-time elements in the “Plan & Go” system also add new and exciting features such as “Timing” for example.
As the enemies are patrolling all over the map, the player must time his movements very precisely to defend himself against his enemies. Here, the need to quicksave/quick load is greatly reduced, as the risks and challenges are more easily identified and the effect of the risk is reduced to a much shorter time (e.g. a character is sighted before he has reached his target, so the shooting starts earlier than anticipated).
The “Plan & Go” system also enables players to specify the conditions under which his units can attack independently; they can therefore open fire when enemies enter their range of vision.
This offers players the same tactical depth in terms of decision-making, and also intensifies the combat experience, because more experienced players have to pause much less frequently and, for the most part, can let the game progress in real time.
In particular, this speeds up battles with large numbers of fighters and which seemed like they would never end in the original game!
The advantages of the “Plan & Go” system opposed to the turn-based original are:
• It is dynamic, as it allows combat in real time.
• It introduces timing as a new element: it enables the player to spot and assess enemy movements, so he can either cleverly sneak past, or lie in wait and choose the right moment to attack.
• It avoids the situation where you get mixed up in a battle while your mercenaries are some distance from the front. JA2 was very time-consuming in this respect, because players had to lag behind for several turns while they moved all their mercenaries to the front.
• The new system also allows us to incorporate new AI functions such as cutting off and flanking enemies, that only work when actions are carried out simultaneously and not one after the other.
Your bitComposer Team
RTS? Combat in JA2 happens on skirmish-level, not on strategic-level.Demnogonis Saastuttaja said:Sounds like an RTS all right,
heechee1 said:because this makes it look more like the middle east and you like the good american freedom fighters that many x-box live users would like to be, or so marketing hopes. i bet they also made the enemies look more middle eastern.
This. Gueriila conflicts in central/south America are so last gen. I am surprised they haven't officially changed the setting yet. I wouldn't be surprised at all. Not that it matters that much.