GarfunkeL
Racism Expert
Yes. It's an old joke which you should remember. The IMP guy is not Laptop Guy and Laptop guy has no stats, hence JA2 is not an RPG.
Yes. It's an old joke which you should remember. The IMP guy is not Laptop Guy and Laptop guy has no stats, hence JA2 is not an RPG.
JA2 is an RPG, and it's much more than just a "squad-level tactical simulator".
Well, I disagree but I guess we don't have the same definition of what an RPG is.
What is missing to make it a RPG?
That's why I say that it's not an RPG - but maybe should I have been more specific and written "it doesn't fit into the pure RPG category".
Who cares, really, about what genre it is?
I must say I'm having difficulties understanding why you seem to consider it so important to qualify JA2 as being undeniably an RPG rather than something else.
"Perfect blend of strategy, role-playing, and tactical combat"
If all else fails for design just shout out "I'm making teh unofficial Jagged Alliance 3!" and get kickstarting.
A big school with a big courtyard doesn't look like a good idea of a shelter, not unless you have an army at your disposal to protect it. The thought of actually re-enforcing that huge fence seems more scary than a legion of zombies. Oh well, I guess the playground can be used for training your party members.
Nevertheless, it's good we have more info about DS.
Is it an RPG or Sim Zombie Shelter?I really want to know whether those are in-game mock-up scenes to communicate the design concepts or really screenshots from implemented and working features.
The 10 years old baby would scale this wall, even after the upgrade, this is how this should be done:
http://www.globalsecurity.org/military/library/policy/army/fm/3-21-9/chap6.htm#fig6-14
http://www.irontowerstudio.com/forum/index.php/topic,1694.msg55267.html#msg55267Currently, you can't crouch, go prone, or sidestep and cover is mostly about staying out of the lines of sight. Most of these options would only benefit long-range weapon users, which would a small percentage of builds. We'd also have to spend time teaching friendly and enemy AI to deal with it, not to mention do additional into/out of animations for hits or grapples to prone/crouching enemies. It just wasn't worth the time, especially since we wanted to balance the game for melee/ranged rather than tailor the game to styles of ranged combat. The zombies tend to keep people moving, which is another reason we don't have a lot of options to dig in and fight.
Wasteland isn't an RPG because none of the characters in your party were central. You could replace any one of them as long as you still had someone so it begs for the question: who or what *is* the remote hivemind that controlled all these characters? Sorry, not an RPG.
The 10 years old baby would scale this wall, even after the upgrade, this is how this should be done:
http://www.globalsecurity.org/military/library/policy/army/fm/3-21-9/chap6.htm#fig6-14
wouldnt zombies disregard the barbwire, climb over the cars and then jump over the other barbwire?
Wasteland isn't an RPG because none of the characters in your party were central. You could replace any one of them as long as you still had someone so it begs for the question: who or what *is* the remote hivemind that controlled all these characters? Sorry, not an RPG.
But then Bards Tale, Wizardry, ToEE and most other RPGs are not RPGs either.
Brian said the greatest threat would be other humans.IIRC dead state outline stated it was more about the psychological/survival aspect rather than sweet, sweet tactical combat against single file walking trash mobs