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

Harthwain

Magister
Joined
Dec 13, 2019
Messages
4,898
okay, but then lowering the damage is essentially the same as it would be to lower the accuracy, or am I missing something?
Damage output. With lower accuracy you can still hit, however unlikely it may be. With lower damage you will have lower damage no matter what.

Let's say you fire 10 bullets in a burst. With 100% damage, and assuming all bullets hit, you will deal between 100 damage (10 damage per bullet, for clarity purposes) and 0 damage, depending on how lucky you are. With 50% damage you will deal 50 damage at most.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,198
okay, but then lowering the damage is essentially the same as it would be to lower the accuracy, or am I missing something?
Damage output. With lower accuracy you can still hit, however unlikely it may be. With lower damage you will have lower damage no matter what.

Let's say you fire 10 bullets in a burst. With 100% damage, and assuming all bullets hit, you will deal between 100 damage (10 damage per bullet, for clarity purposes) and 0 damage, depending on how lucky you are. With 50% damage you will deal 50 damage at most.
More importantly one is more like a simulation and another more like Firaxis shit design.
 

3 others

Scholar
Joined
Aug 11, 2015
Messages
169
Having played JA2 (stracciatella) very recently, I'd say that it also has some level of damage suppression for automatic fire. If single shots at an enemy's torso tend to cause 20-30 hitpoints of damage, firing that same rifle on autofire tends to have proportionally more single-digit damage rolls among the hits. No statistical analysis performed, just an impression I get.

It's not a hard-coded percentage reduction, as you can luck into an occasional -200 damage burst too.
 
Joined
Jul 8, 2006
Messages
2,968
okay, but then lowering the damage is essentially the same as it would be to lower the accuracy, or am I missing something?
Damage output. With lower accuracy you can still hit, however unlikely it may be. With lower damage you will have lower damage no matter what.

Let's say you fire 10 bullets in a burst. With 100% damage, and assuming all bullets hit, you will deal between 100 damage (10 damage per bullet, for clarity purposes) and 0 damage, depending on how lucky you are. With 50% damage you will deal 50 damage at most.
I agree, and I do prefer the math of and the more random 'realistic' feel of lowering the accuracy and dislike 100% hit in games. For whatever reasons, much of it to do with player complaints and butthurt (not entirely sure) games have been moving to 100% hit chances over the years and removing RNG. There is this idea more often now that RNG 'removes strategy' and is 'lol random'. These players claim the ultimate type of strategy is something like Chess. knowing the results of the players/pieces and any actions they might take ahead of time is something many players want and even believe to be great design since it eliminates 'luck' or 'chance' which they say is 'bad' and should be eliminated from a game in these peoples view. I actually take pretty much the exact opposite view in many ways. Without having to account for random events and chance a game both becomes more boring and less realistic, although perhaps it can still be something fun if designed well.

I actually think this has to do with people not being able to deal with results that go against them, especially if they feel "they did all the right moves and strategies" ahead of time, but then got unlucky anyway. They can't take the emotional hit of supposedly 'playing correctly' but not having the expected success. However, that is part of military planning and holding back reserves/supplies/resources... whatever. But often people will rage about this saying its "lol random" etc.. and start lashing out at RNG's in general and saying its bad design.

I actually like that this game is going back to the design idea of not giving exact hit chances. I think this is both more 'realistic', but moreover will eliminate some of this type of anger and result in more open and risky game play that people will enjoy, even when they fail perhaps.
 
Last edited:

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,601
Location
So Below
Dev Diary 11 - Guns Guns Guns
JA3_DevDiary_GunsGunsGuns_01.jpg.ca75775e74ba806b648a6583d87978e5.jpg
0_JA3_DevDiary_Guns_Inventory.png.852ea3f3678919fdbf06fb6464190256.png

Hey everyone, my name is Pavel Peychev, Producer at Haemimont Games and I am thrilled to share with you this DevDiary on a topic near and dear to my heart - the Guns of Jagged Alliance 3! We'll go over the types of weapons, how they fit into the overall gameplay and how we managed to represent the look and feel in the game itself.

Weapons are an important part of the Jagged Alliance legacy. Whereas other games in the genre use high-level abstractions, JA games aimed to faithfully reproduce real life weapons in a turn based tactical game by introducing things like selective fire, ammo types, penetration, effective range and more.

In Jagged Alliance 3 we wanted the weapons to open up playstyles and feel different in the hands of different mercs while still keeping them grounded in reality.


The Guns of Jagged Alliance 3

JA3_DevDiary_GunsGunsGuns_02.thumb.jpg.84d105c124598415de12f637cb86c9c4.jpg

There are 7 different types of ranged weapons in the game - Handguns, Shotguns, SMGs, Assault Rifles, Rifles, Machine guns and Heavy Weapons. They have their own characteristics, different effective ranges, and special attacks. We also have some melee weapons but this DevDiary is only about firearms.



For instance, Handguns are very accurate at point-blank-range. They also allow for Mobile Shot, where you can move to a new location and shoot at the closest enemy. This makes them useful even later in the game for dynamic and aggressive in-your-face builds.



SMGs (submachine guns) combine the Handguns’ lower armor penetration and high mobility with burst and autofire capabilities as well as the Run & Gun special attack that allows you to shoot on the move for a considerable accuracy penalty.

Nothing says “guns blazing” quite like dual-wielding. You can equip handguns and some SMGs to each hand and choose which to shoot or just pull the triggers on both at the expense of accuracy.



On the other side of the spectrum, you have Machine Guns that tend to excel with a more planned approach. They are Cumbersome, which means they don’t allow free movement at the start of your turn, are less accurate when fired from the hip, but can dominate an area when set to threaten it with interrupt attacks. Spitting lead downrange at an impressive rate.



Shotguns combine a regular attack with close low-damage AOE that represents the pellet spread. An accurate shot will do a lot of damage but even an inaccurate one will slightly wound characters standing close. They can be highly destructive at close range so check your friendly fire.



Assault rifles are highly versatile and allow for you to mod them in order to fit many different roles. But we’ll talk about modifying weapons and using attachments later in this diary.



Rifles,
of course, have long range, low rate of fire… in most cases. Some rifles are very well suited for fast follow-up shots that bolt action rifles just can’t do.



Heavy weapons will allow you to send some love in the form of different kinds of explosive ordinance. Nothing demonstrates the destructable environment quite like a rotary multiple grenade launcher.


Choosing the lineup

JA3_DevDiary_GunsGunsGuns_03.thumb.jpg.c6c541069bad38a5ff34d2526da7ac0b.jpg

There were many considerations when choosing the specific weapons that made it into the game.



The Location
Jagged Alliance 3 is set in a country with a colonial past and leftover fortifications from WW2. It made sense to have old German weapons like Gewher 98s, MP40s, MG42s around (sometimes is atrocious shape) and being used by local combatants.

War zones, especially ones with conflict resources like oil or - you know – diamonds, tend to attract all kinds of arms that can be sold on the grey and black markets. Africa has seen its number of FN FALs cross many shady borders. But it’s not impossible to see something more exotic like a contraband G36.


The Time
The early 2000s are an interesting time because most of the more iconic small arms weapons are widely spread. The Cold War has ended and literal tons of AKs are being traded around the world. But it is still too early for things like the FN SCAR or the HK416 to jump on the scene.


The Effects on Gameplay
And of course, gameplay variety is key. We needed weapons that open up opportunities for different playstyles. Players should have options to engage close up and at long distances; daytime or during night.

We needed accurate and moddable SMGs, but also nimbler ones mercs can dual wield. Old and common initial weapons and rare mid-late game ones. An auto shotgun is a thing of beauty, but firing off two shells from the early game double barrel shotgun can be even deadlier.


Ammo

In true Jagged Alliance fashion, the ammo you use is going to be a factor during the battles you fight. Every weapon needs a specific cartridge, and there are different types that you can use. Ammo management will be something you need to take into consideration when playing your campaign and go deeper into Grand Chien. If you don’t, you run the risk of turning your favorite gun into a highly impractical paperweight.



Ammo doesn’t only influence stats but also has some deeper gameplay effects. You can use AP ammo to handle armored enemies or Hollow points to inflict Bleeding and have a higher crit chance, but at the cost of armor penetration. No gunshot is really silent but if you want to be able to sneak several shots before being detected - load up some Subsonic ammo.

0_JA3_DevDiary_Guns_Flashbang.gif.49145a2caa2eab143aded7b58ee72ccd.gif


Want to shock and suppress a squad of enemies? Try lobbing a 40mm flashbang at them with your underbarrel grenade launcher. It's all good fun until a mishap occurs and you land a grenade at your squadmate’s feet.



Didn’t get any drops of the ammo you feel you need for a particular encounter? Luckily, you can assign your Mercs to craft ammo while they are not in combat. This has to be done in a sector with a repair shop, by a merc with a decent Explosives skill and you will also need some raw materials - easy, right?



And speaking of materials, that's a perfect segway to the next part of the diary - Weapon mods.


Modifying your weapons

0_JA3_DevDiary_Guns_ModifyingWeapons.thumb.png.0330b2cc930500025447e20ee0e43c7e.png


In Jagged Alliance 3 we’ve taken a similar MacGyver approach to crafting as in JA2. You have parts and special items that you need for specific mods. And while we are taking a more abstract direction it’s still grounded in reality, so don’t expect to use chewing gum and tape to make an LPVO. But - yes, you can make an extended barrel modification in the field.



The basic resource you will use for weapon modifications are Parts. You will get them from objects in the world that mercs with higher mechanical skill notice and interact with as well as scraping items you already have. They will allow you to make many of the early modifications and attachments such as improvised suppressors, magazines and flashlights. For more advanced modifications like suppressors, scopes, UV dots and modified barrels you will need some of the rare components such as chips, lenses, steel pipes, etc.



Different weapons can have different levels of customizability. But overall you can mod stocks, barrels, muzzles, mags, and attach bipods, scopes, lights and grenade launchers. With some mods being mutually exclusive.



Want to engage an enemy at longer ranges? See if your weapon can be modified to use an extended barrel. Want a build for CQC? A shorter barrel will allow you to operate more freely and use less AP when attacking, but it will come at a cost. The gun might not cycle as reliably as it should, leading to more jams.

Installing bipods increases accuracy, but only if your merc is prone. So put that bipod down and let the MG roar!



All modifications will be seen on the model, but more on the aesthetics later in the diary.


The overwatch CAR15

0_JA3_DevDiary_Guns_OverwatchCommando.thumb.png.8eaea9315f597442173bfed37b6c653b.png

So you want to have a specific Overwatch merc? Here’s a roided out build for that purpose.



The CAR15 is a fairly light carbine that allows for quick reaction. Let’s add to it:

  • Reflex sight to let you see more of the direction your Overwatching (wider Overwatch cone).
  • Light stock to not get in your way and let you point at the target faster (Max attacks during Overwatch increased by 1) but it does come at the cost of some accuracy.
  • Since we shoot in Burst, let's add a Recoil Booster that helps cycle the weapon faster and get more shots for each burst.
  • A UV Dot will help us with aiming those snap burst better by providing an automatic +1 AIM level to the attack.
  • And we’ll combine it with the Vertical Grip that improves the handling (doubling the bonus for the first AIM level).
  • And since those bursts will be burning up a lot of ammo, we’ll also add an Ergonomic Expanded Magazine.

The opportunistic PSG1

0_JA3_DevDiary_Guns_CritPSG1.thumb.png.f8bbc70a356e37670550f09c06fb3cf7.png


This is indeed a precision marksman rifle as the name says, but let’s try and build it for fast and reliable aiming so you can land shots at enemies unprotected body parts.


  • Bipod to give you a high accuracy bonus when prone.
  • Heavy Stock that adds a moderate accuracy bonus for attacks with 3+ aim levels.
  • Combined with a Red Laser Sight that adds “Marked” status to a target when attacking using 3+ aim levels. “Marked” makes your next attack against this target a crit.
  • Quick Prism Scope so that if your first action in a turn is to attack, it counts as aimed 3 times.
  • An Ergonomic Expanded Mag for more follow-up shots before having to take your eye off the target and reload.
  • And a Suppressor to tone down that recoil and give you a moderate Crit chance for follow- up shots on the same target.
  • Hollow point ammo - Armor will be a problem but then again you will be aiming at unarmored body parts. Moreover, when it lands, they will feel it.

Look and feel

Aesthetics were a factor even back in JA2, but times and expectations change and nowadays it’s even more important to show the weapons you’ll be using up close and in detail. We knew that JA3 didn’t only need to have interesting gunplay mechanics but also manage to translate the feel of the weapons.



Each model can be seen in the mercs hands with all of the made modifications, but it is also shown up close in the weapons mod menu.

JA3_DevDiary_GunsGunsGuns_02.thumb.jpg.84d105c124598415de12f637cb86c9c4.jpg

Having detailed models in the game is only the first step. The muzzle flash effects are based on the muzzle device being used. For instance - Suppressors have a … suppressed forward flash. While on the opposite side of the spectrum the Barrett .50 cal with its iconic spade muzzle break has an aggressive flash with a characteristic shape from its backward vents.

0_JA3_DevDiary_Guns_Barret.gif.cf0ab030ad11b4dbceb8bcc901507ec3.gif



We didn’t aim for 100% realism as many weapons muzzle flashes in real life are barely visible during the day. But we got that action movie feel.



As for the mods themselves - they also have visible effects. Flashlights and laser sights will shine to where the merc is pointing his weapon.

0_JA3_DevDiary_Guns_Flashlight.gif.ca18af0a639f00c513ced83905586fa3.gif

0_JA3_DevDiary_Guns_Laser.gif

Sound

The sounds for the weapons are a big part of the feel of the gunplay and can easily have their own DevDiary. Maybe if there is enough interest we might make one…



We knew that we couldn’t just manufacture them in the studio so we went out and recorded on the actual shooting range.


0_JA3_DevDiary_Guns_LapuaMagnum338.thumb.gif.b28b62feeaff04b032a04e579975af67.gif

A .338 Lapua Magnum



We quickly became aware of the horror of trying to record a gunshot in an enclosed space. Indoor shooting ranges had their usefulness but we needed to go somewhere where the reverb wasn’t interfering with the recording. As we searched far and wide for ranges that rent out the correct guns or close models, shooting the correct calibers, we managed to find an impressive collection but not all. As much as we wanted to shoot a Barrett 50 cal, it was just out of our reach.



While we were recording at one such shooting range, the neighboring berm by chance happened to be used by members of the Bulgarian Military Special Forces, so with coffee in hand and a big smile we walked over and introduced ourselves. Several months of official correspondence later and we got an invitation to record on their special training site. This was great since things like full auto weapons are illegal for civilian ownership here in Bulgaria.


0_JA3_DevDiary_Guns_Loading_belt.gif
PK ammo belt beeing loaded


0_JA3_DevDiary_Guns_PK.thumb.gif.3f5ee1dafc67247dac92c61dfc6ac78f.gif
PK burst

So a very special THANK YOU to the Bulgarian Military Special Forces for entertaining a bunch of game devs visiting for a day!



But recording was only part of the work. We needed to get the sound design right. Shots, casings falling, cycling, jamming, reloading and loading magazines. All had to come together to create the overall gunplay soundscape.



One aspect was the mechanics of the guns. For instance, you will notice in the game that bolt-action rifles reload after each shot and drop a spent casing.



Another aspect was how they fit into all the other sounds. To achieve that we classified the sounds in the game by tiers and implemented a ducking system. The system looks at what sounds should be playing and if there is an important sound it dynamically lowers (ducks) the volume of other less important sounds.



For instance - since some of the most impactful events in the game's soundscape are gunshots and explosions we try to emphasize them. When shots are heard, they push down the volume of other types of sounds being heard like ambient noise. It would be weird to hear crickets while a brick of C4 goes off.

0_JA3_DevDiary_Guns_C4.gif
C4 creating some extra windows



We’re really excited for you to soon try all of this in the game and see and hear all of this for yourself.

Grand Chien is waiting for you.



Pavel Peychev

Producer
 
Last edited:

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,601
Location
So Below
It's not going to be the true Jagged Alliance 3 some posters here swear by; but I think it's going to end up being the best possible alternative that could've been developed in today's climate. I'm sold on anything that even remotely plays like it's predecessors.

Mods may or may not make it into the game some people want it to be, eventually.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,042
It's not going to be the true Jagged Alliance 3 some posters here swear by; but I think it's going to end up being the best possible alternative that could've been developed in today's climate. I'm sold on anything that even remotely plays like it's predecessors.

Mods may or may not make it into the game some people want it to be, eventually.

I might have missed it, but I don't think I've seen anyone proclaim it's going to be the true Jagged Alliance 3. Just a good tactics game taking inspiration from one of the best.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,298
It's not going to be the true Jagged Alliance 3 some posters here swear by; but I think it's going to end up being the best possible alternative that could've been developed in today's climate. I'm sold on anything that even remotely plays like it's predecessors.

Mods may or may not make it into the game some people want it to be, eventually.

If it's moddable and popular enough, the modders will just make JA3 on their own.
 

dsndo

Educated
Joined
Jan 25, 2022
Messages
85
Is there permadeath with custom made mercs though? Nothing else matters.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
It's not going to be the true Jagged Alliance 3 some posters here swear by; but I think it's going to end up being the best possible alternative that could've been developed in today's climate. I'm sold on anything that even remotely plays like it's predecessors.

Mods may or may not make it into the game some people want it to be, eventually.
True Jagged Alliance has never been tried...
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
2,663
Location
Mosqueow
In the good old days i used line up my own mercs and slice them with a knife to train stats and medicine skill, while Enrico was e-spamming my inbox for doing nothing other than living off Arulco's natural resources and buying expensive Bobby Ray toys.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,595
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,601
Location
So Below
Shilled out, got mine.

Hey, if it managed to trigger the Rock, Paper, Shotgun reviewer as much as it did then it can't be all bad.
 

POOPERSCOOPER

Prophet
Joined
Mar 6, 2003
Messages
2,736
Location
California
I pre ordered mine even though I know that’s a fools order but I want to believe. I’m pulling down my pants and bending over trusting I won’t get fucked.
 

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