Zboj Lamignat
Arcane
- Joined
- Feb 15, 2012
- Messages
- 4,841
The what now.Hype train
The what now.Hype train
They're setting themselves up for disappointment.The what now.Hype train
After seeing the mild excitement of some people in this thread, I had a fleeting bout of extreme optimism and imagined this game would not be total shit. It passed.They're setting themselves up for disappointment.The what now.Hype train
Intentionally, most likely.
Dare I hope?¿?¿?The original mercs exactly like I remember them, with a new campaign with excellent new gameplay, doesn't sound too awful to me.
Dude, I'm so starved of anything even resembling good...They're setting themselves up for disappointment.The what now.Hype train
Intentionally, most likely.
The question is whether the interrupt happens as a result of some sort of check (in JA2 it was mainly based on character level, if I remember correctly) or if it happens automatically whenever a group of enemies are "activated", and it's not a proper turn where they spend AP but rather free movement which allows them to spread out and get into cover. I don't think it looks like an interrupt in the style of the old games at all, though it could just be poorly communicated or unfinished. I'm not sure what it looks like, really, because it doesn't look exactly like a pod system either. Not all enemies in a pod are moving every time.Soldiers are standing there on edge with their action points saved up. When alerted, they can interrupt and take their turns, just like in all JA games ever. Not sure what the problem is here.
Who is that?the guy that shows his asshole to all the other mercs to try to prove a point or something,
Ontopoly.Who is that?the guy that shows his asshole to all the other mercs to try to prove a point or something,![]()
Who is that?the guy that shows his asshole to all the other mercs to try to prove a point or something,![]()
Crispy had to look at it.Ontopoly.Who is that?the guy that shows his asshole to all the other mercs to try to prove a point or something,![]()
As a proud Californian, he must've enjoyed it greatly.Crispy had to look at it.![]()
Time to start cracking on that modI want RPGCodex posters as characters in a JA game. Histrionic ivory tower commies, brain-fogged perennialists, the guy that shows his asshole to all the other mercs to try to prove a point or something, etc.
Do that, but only add RPGCodex posters who have JA portraits as their avatar. Although, that might not result in a lot of active posters now that I think of it.I want RPGCodex posters as characters in a JA game. Histrionic ivory tower commies, brain-fogged perennialists, the guy that shows his asshole to all the other mercs to try to prove a point or something, etc.
That's a bit more "jagged" than I'd like.I want RPGCodex posters as characters in a JA game. Histrionic ivory tower commies, brain-fogged perennialists, the guy that shows his asshole to all the other mercs to try to prove a point or something, etc.
When you stare into the asshole the asshole stares back at you.Who is that?the guy that shows his asshole to all the other mercs to try to prove a point or something,![]()
While many recent turn-based games have chosen to become more "abstract" and limit each character to 2-3 significant actions per turn, we went the opposite way. Jagged Alliance 3 gives you much more detailed control over every combat decision. Our Action Point system allows this precise management and mechanics like stances, aiming, body part shots and weapon firing modes allow you to customize your approach for every single shot.
Some of the hardest, but also most rewarding decisions in the project wеre who to keep from the original cast and who to sideline for potential future content, how to make these classic characters feel authentic and how to create new mercs that can stand on their own next to them. There is no single main character in Jagged Alliance, or rather each merc is a potential main character, so all of them should be worthy of this role!
Other than the character and personality of the mercs we had to consider their mechanical representation as well. We didn't want to put our characters in a narrow box so a classless combat and character development system seemed most appropriate. Even if a particular merc advertises himself as a "Doctor" or "Explosives expert", they can develop in any direction and are not limited by a predefined combat role or an artificial "class".
Beyond their raw mechanical stats (such as strength, marksmanship, leadership, etc.), mercs are further differentiated by various quirks and perks. Some of these are predefined for the particular merc (such as "psycho" or "claustrophobic") while others are gained as the merc levels up, allowing a degree of customization and specialization as the campaign progresses. We are itching to share more details, however this is a subject worthy of a separate "deep dive" DevDiary later on.
organize your mercs in squads, travel around, capture territory, clash with enemy patrols, and intercept convoys with valuables. Time is the most important resource here - even when idle, your mercs can be put to good use in special operations. Healing wounds, repairing damaged equipment, organizing defenses, and scouting for valuable intel all take time, and since most of your mercs are operating on a contract, time is money!
Weapons can jam or break down, simulated bullets can penetrate materials and bodies to cause collateral damage and severe wounds persist for days instead of being magically healed in an instant.
Anyone wanna take bets on whose not going to make it?Some of the hardest, but also most rewarding decisions in the project wеre who to keep from the original cast and who to sideline for potential future content, how to make these classic characters feel authentic and how to create new mercs that can stand on their own next to them. There is no single main character in Jagged Alliance, or rather each merc is a potential main character, so all of them should be worthy of this role!
Working on it.Is there a list of who is confirmed back already?