CatsPaw Posted November 6, 2021 Share Posted November 6, 2021 Hello to all community members. I'm glad Jagged Alliance has gotten another (hopefully this time really the heir to the original) sequel. I looked at the screenshots of the future game posted on the site - an order of magnitude higher than the original. I can only congratulate the people in charge of the graphics. If these are really screenshots from the game, and not pictures drawn by artists, then this is what the continuation of Jagged Alliance 2 deserves. I especially liked the 11th screenshot, where Ivan, Vicki and Buns are standing in the center of the village. Everything is great. I caught myself thinking that I want to see just such a scale in the game, both in combat mode and outside. I even fantasized a little about how I would clean up this sector. And as a result, the question arose about the optimal shooting distance. In many tactical games I was annoyed to see how all the battles take place but at a very short distance. If in urban conditions this is still understandable, then in open areas it looks at least strange. People armed with automatic rifles and machine guns approach each other until a pistol shot. As a result, the battles are very fleeting, and out of 10 bullets fired, about 8 hit the enemy. In practice, in collisions in open areas, the distance is quite large and hitting 2 bullets out of 10 is an excellent result, if we are not talking about snipers. I understand that in practice, almost any hit to the center of mass takes a person out of the battle, and in the game the characters constantly absorb a lot of hits with the possibility of continuing the battle. In my opinion, due to the fact that battles take place at a very short distance, the very tactics of the battle suffers. It boils down to a banal head-to-head shootout. The player does not need to make any flanking maneuvers, because in this case the player understands that a winning tactic is the concentration of all the trunks from one place to the point to which the opponents are running. In this case, the very atmosphere of the battle is lost, there is no need for planning and tension from the battle. Which is not very good for a tactical game. I am very interested in what you think about this. I ask community members to answer the following questions below: 1. What do you think should be the default scale of the game, should the camera be far enough away from the character, or do you want a closer view of the camera to the character? 2. What should be the combat distance for different types of weapons (pistols, automatic rifles, sniper rifles)? 3. What percentage of hits would you like to see on the average character? 4. How many hits should the character withstand, and what should be the consequences of hits? Attached a screenshot with notes where "1" is a close distance, "2" is an average distance, "3" is a long distance, "PChar" is a conditional position of a player, “NPC” is a conditional position of an enemy. Thank you in advance for your answers. 1 2 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.