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NOT EVEN A REAL TURN-BASED GAME!


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THIS IS NOT EVEN REALLY TURN-BASED!

Explanation: REAL turn-based concepts roll initiatives for EVERY unit involved in a batlle/match. Then every unit gets a (proforma) position within the turn-order and a batlle/match starts with the first unit in order. Of course, in complexer systems, this initiative order gets dynamically changed (delays/repositionings) by divers forms of interrupts.

Here (Jagged Aliance 3) the design went the cheapest way! Instead of rolling & calculating turn-orders, batlles/matches are ONLY DIVIDED IN 2 PHASES (1 for each team) interrupted ONLY BY SINGLE PERKS! - Concepts like this are being taken from mass-production, mobile copy&paste-designs, rather than from highly complex and developed games! Obviously, low-level Ai's are having sincere problems playing this, when different teams unit's consequently and oiften are dynamically affecting the situation in battles/matches!

While games (often 15 years and older) had complex rule-works (almost as interesting as a match of chess!), nowadays releases are more & more becoming like playing TIC-TAC-TOE!

Another one of those SIMPLETON MECHANICS concerns the overwatch function. While every sane human being would expect an overwatch-unit to target also levels above and below it's postion. The (ai-)design here can' calculate firing areas on other levels than that of the unit's position. A tower or high building positioned unit isn't able to overwatch lower positions, you ask why: BECAUSE WORTHLESS AI IS OVERWHELMED WITH SUCH COMPLEXITY!

If game designers would put half as much effort in creating and designing games, as they put in advertising/manipulating/propaganda aka INFLUANCING, games would have concepts and mechanics a thousand times more enjoyable and entertaining!

Don't underestimate, how much damage, ai and bot's, have already done to "FREE UNINFLUENCED" THINKING, just take a look at the manipulation and propaganda targeting children and minors in indoctrination-factories (aka community/chat-platforms!) like "DISCORD"!

If your cognitive capacities are at least euqaling that of a semi-intellect you just have to look out for the "CHEERFUL", HIGHLY POSITIVE POSTE, always appearing almost automatic/immediately after EVERY SERIOUS AND VALID CRITICISM within some communities and on their platforms! INDOCTRINATION ON THIS LEVEL APPEARED IN HISTORY MAINLY IN DICTATORSHIPS, FASCISM AND OTHER DESPOTIC FORMS OF GOVERNMENT - NOW IT HAS REACHED THE "INTERNET COMMUNITY" LEVEL!

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Do you meant an dictatorship -conspiracy on gamingplatforms is ongoing with your last words?

Your concerns about the game, yes. Some things changed, things get worse, some get better.

You dont like the new system, thats understandable. Some of your thoughts, i share, in some aspects.

But can we change them? No. Just modding some of them, thats okay.

Entertainment has changed over the years.

Chess didnt. 🙃

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1 hour ago, Miguel Cordona said:

THIS IS NOT EVEN REALLY TURN-BASED!

Explanation: REAL turn-based concepts roll initiatives for EVERY unit involved in a batlle/match. Then every unit gets a (proforma) position within the turn-order and a batlle/match starts with the first unit in order. Of course, in complexer systems, this initiative order gets dynamically changed (delays/repositionings) by divers forms of interrupts.

Here (Jagged Aliance 3) the design went the cheapest way! Instead of rolling & calculating turn-orders, batlles/matches are ONLY DIVIDED IN 2 PHASES (1 for each team) interrupted ONLY BY SINGLE PERKS! - Concepts like this are being taken from mass-production, mobile copy&paste-designs, rather than from highly complex and developed games! Obviously, low-level Ai's are having sincere problems playing this, when different teams unit's consequently and oiften are dynamically affecting the situation in battles/matches!

While games (often 15 years and older) had complex rule-works (almost as interesting as a match of chess!), nowadays releases are more & more becoming like playing TIC-TAC-TOE!

Another one of those SIMPLETON MECHANICS concerns the overwatch function. While every sane human being would expect an overwatch-unit to target also levels above and below it's postion. The (ai-)design here can' calculate firing areas on other levels than that of the unit's position. A tower or high building positioned unit isn't able to overwatch lower positions, you ask why: BECAUSE WORTHLESS AI IS OVERWHELMED WITH SUCH COMPLEXITY!

If game designers would put half as much effort in creating and designing games, as they put in advertising/manipulating/propaganda aka INFLUANCING, games would have concepts and mechanics a thousand times more enjoyable and entertaining!

Don't underestimate, how much damage, ai and bot's, have already done to "FREE UNINFLUENCED" THINKING, just take a look at the manipulation and propaganda targeting children and minors in indoctrination-factories (aka community/chat-platforms!) like "DISCORD"!

If your cognitive capacities are at least euqaling that of a semi-intellect you just have to look out for the "CHEERFUL", HIGHLY POSITIVE POSTE, always appearing almost automatic/immediately after EVERY SERIOUS AND VALID CRITICISM within some communities and on their platforms! INDOCTRINATION ON THIS LEVEL APPEARED IN HISTORY MAINLY IN DICTATORSHIPS, FASCISM AND OTHER DESPOTIC FORMS OF GOVERNMENT - NOW IT HAS REACHED THE "INTERNET COMMUNITY" LEVEL!

Suggest you wirte your own game then griefer!

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1 hour ago, Miguel Cordona said:

THIS IS NOT EVEN REALLY TURN-BASED!

Explanation: REAL turn-based concepts roll initiatives for EVERY unit involved in a batlle/match. Then every unit gets a (proforma) position within the turn-order and a batlle/match starts with the first unit in order. Of course, in complexer systems, this initiative order gets dynamically changed (delays/repositionings) by divers forms of interrupts.

Here (Jagged Aliance 3) the design went the cheapest way! Instead of rolling & calculating turn-orders, batlles/matches are ONLY DIVIDED IN 2 PHASES (1 for each team) interrupted ONLY BY SINGLE PERKS! - Concepts like this are being taken from mass-production, mobile copy&paste-designs, rather than from highly complex and developed games! Obviously, low-level Ai's are having sincere problems playing this, when different teams unit's consequently and oiften are dynamically affecting the situation in battles/matches!

While games (often 15 years and older) had complex rule-works (almost as interesting as a match of chess!), nowadays releases are more & more becoming like playing TIC-TAC-TOE!

Another one of those SIMPLETON MECHANICS concerns the overwatch function. While every sane human being would expect an overwatch-unit to target also levels above and below it's postion. The (ai-)design here can' calculate firing areas on other levels than that of the unit's position. A tower or high building positioned unit isn't able to overwatch lower positions, you ask why: BECAUSE WORTHLESS AI IS OVERWHELMED WITH SUCH COMPLEXITY!

If game designers would put half as much effort in creating and designing games, as they put in advertising/manipulating/propaganda aka INFLUANCING, games would have concepts and mechanics a thousand times more enjoyable and entertaining!

Don't underestimate, how much damage, ai and bot's, have already done to "FREE UNINFLUENCED" THINKING, just take a look at the manipulation and propaganda targeting children and minors in indoctrination-factories (aka community/chat-platforms!) like "DISCORD"!

If your cognitive capacities are at least euqaling that of a semi-intellect you just have to look out for the "CHEERFUL", HIGHLY POSITIVE POSTE, always appearing almost automatic/immediately after EVERY SERIOUS AND VALID CRITICISM within some communities and on their platforms! INDOCTRINATION ON THIS LEVEL APPEARED IN HISTORY MAINLY IN DICTATORSHIPS, FASCISM AND OTHER DESPOTIC FORMS OF GOVERNMENT - NOW IT HAS REACHED THE "INTERNET COMMUNITY" LEVEL!

A predefined or rolled turn order is exactly what I dont like and why I always prefered JA2, so IF they had followed your proposal, they would be blamed by beeing way to much xcom 🙂

JA2 did not had it so JA3 does not have it, so this was expected. Nothing to argue.
Btw. by beeing not predefined you have more tactical options so no Tic-Tac-Toe
Anyway, are you taking your pills?  😄

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JA2 was team turn based, like other games, and so is JA3. I for one prefer this for team tactics and this is much better for coop, because all players can play at the same time, and not wait for their turn endlessly watching something else in the meantime.

As for the overwatch, you can place it at different levels, just use the interface to go up or down as you wish. I've seen enemies use it too.

The rest of your post is just nonsense.

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I recall participating in a long discussion about ATB vs team TB in AoW4 forum so here are some serious arguments why I prefer team TB:

1) combined arms and deeper planning, you can do more complicated things like one merc destroys cover, another merc buffs your merc, third merc debuffs the enemy and then fourth buffed merc one-shots the enemy who was behind cover before

2) ATB makes you spend too much time on checking environment to find which enemy acts after your current merc, you are encouraged to kill it no matter how powerful it is

3) initiative becomes too important stat, acting as often as possible is the best strategy by far no matter your role especially if you need to move on the map

4) play by email is possible

Edited by sandman25dcsss
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IMHO they hit perfect spot with the game. It is in acceptable shape for most old JA enjoyers and same time approachable and exciting for new in the business of killing baddies in TBS.

Sure there are some odd choices here and there but possibilities are there. Oldies can enjoy this as new JA experience and hope how much game can be modded to fit their bill of proper JA successor. You have huge array of systems to play with and tune to your liking. Active pause is first mod they should install to get proper TBS experience..

New people can enjoy all the excitement of overwatch shootout without being swamped with all the systems in first 15 min of playthrough. Meet all colorful and cartoony characters to cheer up their lonely days 😉

Myself I do enjoy it a lot, having to relive my teenage years all over again playing it. Awkward and sometimes cringe dialogs make it feel at home!

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JA3 only needs fine tuning, less with the game play but with these silly moving around inhabitants, specially in the cities. Also the backpacks are crap being based with the slots on the power of a mercs and not of the weight of the stuff. Think this was in end to much work for the makers. And also the status of the mercs should also be easier to grasp like in JA2 with the vertical blue, green and red banners + rose for first aid. That was almost perfect solved there. But all over for meanwhile it looks impossible to me to fall back to JA2 although I like it a lot. The new JA3 is the new base in it will live! And offers so many possibilities for add-ons and other stories of adventure.

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