JA2 had no "base". That's the point. You moved around mostly living off the land and occasionally sending someone to pick up a shipment from the airport or to offload some loot at Tony's.
I would still consider that a "base" in gameplay terms, albeit a mobile one.
Still doesn't make a much of a difference though when it comes to pool or no pool.
Mags don't appear out of thin air. Getting an additional spare clip or a larger drum magazine is a Big Deal in this kinda games, you know. But let's handwave an important part of itemization because casuals find micromanagement teh hard.
You are completely misunderstanding why it is getting axed. Nothing about micromanaging ammo is difficult or casual/non-casual.
It's menial. It is so easy to do that it is impossible to fail unless you are entirely braindead. It wastes everyone's time.
That's what makes it a prime candidate to abstract away, not because anyone would be challenged by it
The only difficulty is ensuring there is enough ammo and not to waste it. So let me worry about making sure that there is enough ammo, the details of who gets what in which pocket is not something I want to be bothered with.
I don't need a minigame. I want advanced itemization and logistical realities that made intermediate cartridge the thing. If that requires a "minigame", I can live with that. If that's too much for the casual crowd, I'll go back to better games.
Important to you and a handful of other autists. Go and play 1.13 then, that's what it's there for.
Everyone else has moved on to realize inventory fiddling X-COM style is the least enjoyable thing about those games and an entirely challenge-free thing to do that takes an unreasonable amount of time.
Akshually, I wouldn't mind it at all if doing brain surgery on a dying man required more effort than spending two generic consumables that are scattered all over the place. I'm not talking about QTE, of course. But requiring a proper operation room facility with a full set of equipment and having to evacuate your guy there as soon as possible wouldn't be out of place at all.
No thanks. I don't need or want "Everything: The Simulation".
Except that in reality it's the opposite, LMAO. That's the reason most heavy weapons are teams of two or more, with one carrying the weapon and another, the ammunition for it.
I'll take the L on that one
Nevermind, though, I'd rather an abstraction cause a few logical "issues" than being bothered with micromanagement hell.
Honest question, though: Are really big ammo units like rockets or grenades actually part of the ammo pool?
No, they wouldn't.
Fewer reloads are not the only consideration for the soldier when it comes to magazine size, be it professional mercenary or regular grunt.
Reliability, since bigger magazines tend to be more unreliable (since they are not powered by magic, but by springs) is one of the reasons why drum magaziines and magazines over 30 bullets are not wider used.
Weapon with bigger magazine becames heavier to wield and to aim over longer time, as it tires your arms - if you are not laying down.
If you lay down, which gives you better protection, better recoil control and better aim, bigger magazine can be obstacle for using weapon.
Ease of storage on mercs, where you have to run with bunch of big drum magazines strapped onto you is also considered, while smaller magazine can be put in the pocket.
Even simple mods like duct taping multiple magazines is usually done when you are defending, and not marching to attack.
You are actually agreeing with me here (except for the first sentence).
Not sure if I'm getting you wrong or you got me the wrong way around.
In the end, tinkering with amunition is more connected how far do you want to abstract personal experience of a soldier and make it more small squads strategy game similar to Close Combat.
Jagged Alliance was always about personal and precise control of the mercenaries in which squad often gets separated on map.
I would strongly disagree that that's what JA was always about.
It definitely wasn't for me.
And it seems it wasn't for the JA3 devs, either.
For me it was all about the heavily stat-driven squad-based combat (with varying squad sizes and very varied "missions") - and the humor that somehow found its way into the mercs.
The rest I could bare... until I got older and time got more precious. So I'm more than happy JA3 will (hopefully) provide the parts I liked while streamlining the ones I didn't.