Perfect.Voice acting sounds corny
In a game about going to bed and putting on clothes it would be terrible if you didn't need to do thatNot gonna lie, dragging tiny icons of bullets back and forth from one tiny box into another tiny box (and then into another tiny box!) is not something I will miss. At all. It's OK for mercs to automate sharing ammo, just like it's OK that I don't have to take off their shoes every night before they go to bed and put the shoes back on and tie the shoelaces for them every morning.
It seems we're still decades away from most people developing capacity for understanding what comparisons are and how they work.In a game about going to bed and putting on clothes it would be terrible if you didn't need to do thatNot gonna lie, dragging tiny icons of bullets back and forth from one tiny box into another tiny box (and then into another tiny box!) is not something I will miss. At all. It's OK for mercs to automate sharing ammo, just like it's OK that I don't have to take off their shoes every night before they go to bed and put the shoes back on and tie the shoelaces for them every morning.
I get it, and you could argue with some justice that the Jagged Alliance series is indeed "about" inventory micro-micromanagement - but I never liked that part nor cared about it.In a game about going to bed and putting on clothes it would be terrible if you didn't need to do thatNot gonna lie, dragging tiny icons of bullets back and forth from one tiny box into another tiny box (and then into another tiny box!) is not something I will miss. At all. It's OK for mercs to automate sharing ammo, just like it's OK that I don't have to take off their shoes every night before they go to bed and put the shoes back on and tie the shoelaces for them every morning.
I'm fine with this, it's an acceptable compromise. But abstracting away ammo is one more thing that whittles away at the potential for interesting and unexpected situations to arise on the battlefield. I've often found myself in situations in previous games where a character has run out of ammo. What now? Does he run over to a squadmate and borrow some ammo from him? But now that guy is low on ammo! Does he risk running over to a downed soldier and scavenging his corpse? But oh no, that's the wrong ammo! Better take his crappy gun too, then. Now my guy is a worse shot. He might have to get closer to the enemy before pulling the trigger, or he might be forced to use one of the precious grenades brought along for emergencies.Give me JA1 and DG where everything you bring home just goes into one list, and every merc can get whatever they want from the warehouse at the beginning of the day.
I would say these games do not go far enough. In a game about managing your team of Operators managing ammo is as important as managing your weapon or shooting straight.I get it, and you could argue with some justice that the Jagged Alliance series is indeed "about" inventory micro-micromanagement - but I never liked that part nor cared about it.In a game about going to bed and putting on clothes it would be terrible if you didn't need to do thatNot gonna lie, dragging tiny icons of bullets back and forth from one tiny box into another tiny box (and then into another tiny box!) is not something I will miss. At all. It's OK for mercs to automate sharing ammo, just like it's OK that I don't have to take off their shoes every night before they go to bed and put the shoes back on and tie the shoelaces for them every morning.
Fun fact, I have never finished a playthrough of Jagged Alliance 2.
I loved the combat gameplay, strategy, roster management, militia training etc. but it always came down to HOURS of a million guns lying around in 20 different sectors, trying to get mercs walking back and forth across the island to meet up with their correct gun, and then sometimes again to meet up with their correct ammo type, or assigning mules hauling things to centralized supply sectors, picking through their backpacks putting rifles in the big slots but oh now their weight % is over 100, drop that rifle and try to pick up a lighter one and see if that works, but make sure the 9mm uzi is going to the sector that has the 9mm ammo on the ground .... I'm glad other people love that shit and good for you but it's just so tiresome to me. Give me JA1 and DG where everything you bring home just goes into one list, and every merc can get whatever they want from the warehouse at the beginning of the day.
I think it's great for games to exist like you describe, for people who are not me to play. I resist your use of "these games" meaning every tactical game in the world should always be a nightmare of micromanagement.I would say these games do not go far enough.
As you mentioned Tarkov, actually I think that is the best successor to Jagged Alliances inventory management.These games should become as autistic as Tarkov instead of simplifing stuff.
As you mentioned Tarkov, actually I think that is the best successor to Jagged Alliances inventory management.These games should become as autistic as Tarkov instead of simplifing stuff.
To bad it is a MMO extraction shooter.
And believe it or not I agree here too. Removing ALL the drama from ammo management is a shame and I feel like Hamameiemamont went a bit too far here by having ammo exist in "Hammerspace" where everyone can access it. If ammo is going to be part of the game economy then it shouldn't be that magical. Otherwise, it should simply be removed from the economy altogether like in XCOM, where it made perfect sense that everyone was assumed to carry 5+ clips to every conflict because why wouldn't they? It wasn't a post apocalypse world there, so it was fine to assume that XCOM's high tech flying fortress simply had facilities for producing ample stock. But JA3 I guess is supposed to have scarcity so yeah they overcorrected.I'm fine with this, it's an acceptable compromise. But abstracting away ammo is one more thing that whittles away at the potential for interesting and unexpected situations to arise on the battlefield. I've often found myself in situations in previous games where a character has run out of ammo. What now? Does he run over to a squadmate and borrow some ammo from him? But now that guy is low on ammo! Does he risk running over to a downed soldier and scavenging his corpse? But oh no, that's the wrong ammo! Better take his crappy gun too, then. Now my guy is a worse shot. He might have to get closer to the enemy before pulling the trigger, or he might be forced to use one of the precious grenades brought along for emergencies. If my frustration at this type of news seems disproportionate it's because there's a war on against this sort of stuff, and every decision made in the name of streamlining chips away at it. A little bit here, a little bit there, and soon you've got nuXCOM banality. It's decline, plain and simple.Give me JA1 and DG where everything you bring home just goes into one list, and every merc can get whatever they want from the warehouse at the beginning of the day.
There must be scarcity of some kind. Otherwise there's no reason for this system at all; they would have just made it infinite ammo like XCOM.Where are those choices when ammo will no longer be an issue (as I understand it)?
I sincerely hope that your afterlife is spent managing inventory in 7,62 High Calibre.And believe it or not I agree here too. Removing ALL the drama from ammo management is a shame and I feel like Hamameiemamont went a bit too far here by having ammo exist in "Hammerspace" where everyone can access it. If ammo is going to be part of the game economy then it shouldn't be that magical. Otherwise, it should simply be removed from the economy altogether like in XCOM, where it made perfect sense that everyone was assumed to carry 5+ clips to every conflict because why wouldn't they? It wasn't a post apocalypse world there, so it was fine to assume that XCOM's high tech flying fortress simply had facilities for producing ample stock. But JA3 I guess is supposed to have scarcity so yeah they overcorrected.I'm fine with this, it's an acceptable compromise. But abstracting away ammo is one more thing that whittles away at the potential for interesting and unexpected situations to arise on the battlefield. I've often found myself in situations in previous games where a character has run out of ammo. What now? Does he run over to a squadmate and borrow some ammo from him? But now that guy is low on ammo! Does he risk running over to a downed soldier and scavenging his corpse? But oh no, that's the wrong ammo! Better take his crappy gun too, then. Now my guy is a worse shot. He might have to get closer to the enemy before pulling the trigger, or he might be forced to use one of the precious grenades brought along for emergencies. If my frustration at this type of news seems disproportionate it's because there's a war on against this sort of stuff, and every decision made in the name of streamlining chips away at it. A little bit here, a little bit there, and soon you've got nuXCOM banality. It's decline, plain and simple.Give me JA1 and DG where everything you bring home just goes into one list, and every merc can get whatever they want from the warehouse at the beginning of the day.
I think the right balance to strike comes from Wasteland 2 where no matter which PC picked up a given type of ammo out of combat, they would automatically hand it to a person who had that type of gun instead of making me drag it back and forth. Then I could fine tune the exact proportions to taste if more than one character needed that type of ammo. Of course the W2 solution doesn't take multiple squads or sectors into account.
Inventory autism is one of the best parts of the genre, 7.62 set the standard for loadouts that would make African guerillas weep and I'm sad JA3 seems to be moving in the opposite direction
I thought about this a little more, and Jagged Alliance is just as much about walking from place to place as it is about shooting people. In fact it is MORE about walking around then it is about shooting people. Therefore if simulation is more important than good gameplay, shoe management should be a much bigger deal than ammo management.In a game about going to bed and putting on clothes it would be terrible if you didn't need to do thatIt's OK for mercs to automate sharing ammo, just like it's OK that I don't have to take off their shoes every night before they go to bed and put the shoes back on and tie the shoelaces for them every morning.