Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Jagged Alliance 3 from Haemimont Games

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,163
Location
Platypus Planet
I haven't followed this in the least but saw some gameplay vids coming up on YT but have no time to engage really atm.

Whats the codex opinion, will this end up decent?
I think it's safe to say it will be the best Jagged Alliance game in the last 19 years but it remains to be seen if it will be anything more than just good for what it is since it's got overwatch instead of interrupts, doesn't appear to have full ballistic modelling, and it's got an xcom pod system.
noooo :negative:
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,358
No idea why they put overwatch and the silly reposition after you start firing against an enemy. The guy was just wounded by a surprise Attack but has the time to run and warn the others before the mercenary next the one who wounded them has the time to simply pull the trigger.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
8,173
Don't trust packs of Whydoibother and Fantadomats, considering that the developer never made a single game that could be considered "classic" but instead made mediocre to "ok" games. It was sealed from the beginning.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,438
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Guys guys guys, check the combat again, it's not like Xcom 2. To me, it's leaning much more toward having real ballistics. Environments seem to block bullets and deny line of sight. The devs just need to confirm how it works, which is a little weird they haven't done so yet. So even if it has a pod system, you won't get swamped like in that game or have to be afraid of activating them. I don't like pods myself, but to me, it seems to work more as a scramble system, instead of "Oh fuck I activated another pod, I'm gonna die" like in Xcom 2 - since it isn't using board-game rules. This means you can probably do the good old JA2 strategy of waiting for dudes to come around the corner to fill them the lead. At least, I hope so, but I have been going over the combat, and it looks nothing like Xcom 2 combat. Walls, going prone, etc, seem to give your men 100% protection, or close to it.
 

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,582
Guys guys guys, check the combat again, it's not like Xcom 2. To me, it's leaning much more toward having real ballistics. Environments seem to block bullets and deny line of sight.
There also are APs and you can target different areas of the body.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Is there actually a pod system, or is it just enemies getting a free move into cover when the player forces are first detected?
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
The stealth gameplay from what I've seen looks serviceable; in that you can pick off enemies alone before engaging directly, even when enemies were close there was no guarantee they'd become instantly aware if one of their buddies had a knife thrown in their neck or a silenced rifle shot in their brain. There is something going on with how individual and groups of enemies get in on combat; I've seen some instances where enemies get surprised and don't fire off warning shots which appears to effect if those in the nearby area get alerted to combat. Enemies don't always travel in pods, and they don't appear to always activate as one.

But regardless, very few here are going to pour through hours of footage to see any of that. And no one is going to be convinced by anything until the devs make an official statement on it. Hopefully the next thing they make a diary about is combat so they lay bare the part of this game that matters the most.
 
Last edited:

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,438
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I decided to ask Microsoft AI about Jagged Alliance 3 and the combat system, and this is the response:
Jagged1.jpg
Jagged2.jpg

Looking good boys :)
 

Krivol

Magister
Joined
Apr 21, 2012
Messages
2,196
Location
Potatoland aka Prussia
Is there actually a pod system, or is it just enemies getting a free move into cover when the player forces are first detected?
What is the difference?
It is shit in both versions.
There's a massive difference if most enemy troops are just standing around in passive "pods" while the fight goes on 30m away.
This. In JA2 all enemies worked together on one sector (in 1.13 they even could support from adjusted sectors). A stupid nuXCOM system (even if enjoyable by itself) would spoil any feel of a real battle.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,120
Do we know how big the pods/battle maps are?

I wouldn't mind so much if the pods are the sector. I didn't have too much fun hunting down single stragglers in JA2 maps.
 

Krivol

Magister
Joined
Apr 21, 2012
Messages
2,196
Location
Potatoland aka Prussia
I didn't have too much fun hunting down single stragglers in JA2 maps.

That's true. I think JA2 lacked some morale mechanic - I mean in real battle only like 10-20% of fighters end dead/severely wounded, so I believe the rest just run away, so after big losses Dedriana's men should surrender (which is a mechanic in 1.13 IIRC) or run.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,438
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I didn't have too much fun hunting down single stragglers in JA2 maps.

That's true. I think JA2 lacked some morale mechanic - I mean in real battle only like 10-20% of fighters end dead/severely wounded, so I believe the rest just run away, so after big losses Dedriana's men should surrender (which is a mechanic in 1.13 IIRC) or run.
It's a problem in all games - how people are willing to throw their life away for a sweet roll. I always wished more games had some kind of surrender mechanics since it makes sense people don't go and die for the most trivial of things. I don't even think Arma has it, and that is supposed to be a military simulator.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,166
It's a problem in all games - how people are willing to throw their life away for a sweet roll.
Yeah you really appreciate when games have systems in place for enforcing the law other than entire villages fighting you to death because someone saw you pickup an apple. Like in game prison stays in KCD and TES games or Gothic npcs knocking you out and taking their shit back. Someone should really make a list of games with such systems.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,592
I didn't have too much fun hunting down single stragglers in JA2 maps.

That's true. I think JA2 lacked some morale mechanic - I mean in real battle only like 10-20% of fighters end dead/severely wounded, so I believe the rest just run away, so after big losses Dedriana's men should surrender (which is a mechanic in 1.13 IIRC) or run.
It's a problem in all games - how people are willing to throw their life away for a sweet roll. I always wished more games had some kind of surrender mechanics since it makes sense people don't go and die for the most trivial of things. I don't even think Arma has it, and that is supposed to be a military simulator.
I like how in Wartales when you murder a certain percentage of enemy soldiers other want to flee and you can choose to let them or murder the rest as well.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,618
You could see on the splattercat gameplay video that when he kill off everyone in a group, the last enemy suicidaly leaps out of cover blurting something like "it's time to end this".
I reckon nobody enjoys combing the map for that last guy, but that seems a rather moronic way of doing it.

Then again, this could have been done in a more elegant fashion, like last enemies attempting to withdraw at the edge of the map (combat encounter ends when they do),
or civilians pointing you towards the location of the last enemy.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom