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  • DevDiary 4 - Character Progression

    Character Progression

    Hello everyone, I am Boian Spasov and I am happy to welcome you to our fourth DevDiary! In it we will take a look at the way we model the mercs mechanically and how they become more powerful, unique and personalized as the campaign progresses.

    From the very start of the design process for Jagged Alliance 3 we knew that we wanted a classless system for the mercs. Even though some characters might reasonably be considered “field medics” or “explosive experts” based on their starting skillset and indeed the Association of International Mercenaries (A.I.M.) might even advertise them as such on their webpage, we didn’t want to constraint them in such narrow archetypes, nor force the player to use or develop them in a particular way. Advancing your so-called medic to become a top-tier sniper or mechanic should take serious effort, but is ultimately possible and no artificial class definitions will prevent you from doing so.

    Merc Stats

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    Like in the classic JA games, we represent the basic physical attributes and important skills of each character with a number between 0 and 100. Here is a list of the basic stats that each merc has and their direct effects – some of these may sound a bit cryptic:

    • Health - Represents both the physical well-being of a merc and the amount of damage they can take before becoming downed.
    • Agility - Measures how well a merc reacts physically to a new situation. Affects the total amount of action points, free movement at the start of a turn, and how stealthy the merc is.
    • Dexterity - Measures a merc's ability to perform delicate or precise movements correctly. Affects bonus from aiming and Stealth Kill chance.
    • Strength - Represents muscle and brawn. It's particularly important in Melee combat, affects throwing range and the size of the personal inventory of the character.
    • Wisdom - Affects a merc's ability to learn from experience and training. Affects the chance to notice hidden items and enemies.
    • Leadership - Measures charm, respect and presence. Important for training militia and other mercs. Affects the chance for getting positive and negative Morale events.
    • Marksmanship - Reflects a merc's ability to shoot accurately at a given target with a firearm.
    • Mechanical - Rates a merc's ability to repair damaged, worn-out or broken items and equipment. Important for lockpicking, machine handling and hacking electronic devices. Used for detecting and disarming non-explosive traps.
    • Explosives - Determines a merc's ability to use grenades and other explosives and affects damage and mishap chance when using thrown items. Used for detecting and disarming explosive traps.
    • Medical - Represents a merc's medical knowledge and ability to heal the wounded.

    Some of you will recognize the names of these stats from Jagged Alliance 1 and 2 but note that some of the particular effects are working slightly differently now. Returning mercs have similar stats to their counterparts in the old games, but these have been adjusted just a bit to account for the time passed and some balancing with the new system.

    Stats are not static throughout a merc’s lifetime. These can be improved in several ways, including getting trained by more proficient mercs on the team and using these stats efficiently in the field. Gains from field experience are limited and also loosely tied to the regular progression for levelling up – don’t expect your merc to become an expert marksman by repeatedly shooting at bottles in a safe situation!

    We briefly considered lowering stats due to serious wounds and other negative factors, but ultimately decided against this – having your favorite merc permanently crippled is not very fun. Temporary impairments on the other hand, may create a better gameplay experience.

    Level and Progression

    While individual stats show how good a merc is with a particular physical or trained skill, the overall experience is measured by their level. Rookies start at level 1 but you can hire more experienced mercs even in the starting team. All mercs can progress up to level 10, raising their salary and evolving their stats along the way.

    While the merc level offers some direct mechanical benefits such as better Crit rate and improved Chance to Hit for attacks made against lower-level targets, each level up also grants the opportunity to specialize the merc further with a perk of your choice. Each perk is associated with a particular Stat and requires a certain proficiency with this Stat (currently the minimum requirement is 70 points). Perks with silver and golden icons have stronger effects and more demanding prerequisites - respectively 80 and 90 points in the particular Stat as well as at some other perks associated with the Stat taken at previous level-ups.

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    Perks associated with a particular Stat are designed to synergize well with each other and are often most helpful when you focus on a playstyle that makes good use of this stat. For example some Agility perks synergize on creating a very mobile character that doesn’t have to spend too many AP for movement:

    • Hit and Run (requires 70 Agility) – Gain Free Move after Executing a Melee attack.
    • Frogleaping (requires 80 Agility and 1 other Agility perk) – increased Free Move range when starting your turn in Cover.

    Traits and Talents

    Not all perks are granted by level progression. Mercs are different and their starting perks differ as well. Each merc comes with some predefined Traits as well as a unique Talent.

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    Traits are usually minor effects that represent a basic personality quirk or inclination of the merc. They don’t grant huge mechanical benefits and we usually use them as a tool to make the mercs more distinctive. For example, some mercs like Dr.Q. come with the Martial Arts trait but it is entirely possible to make an awesome and very effective melee fighter without this trait, focusing on improving melee stats and picking related level-up Perks.

    Some traits, like Psycho or Negotiator, unlock unique conversation options in addition to their mechanical effects.

    • Zoophobic – loses Morale when attacked by an animal
    • Psycho – sometimes decides to use more vicious attacks than the one selected. Unlocks additional conversation options.
    • Stealthy – harder to spot by enemies while sneaking. Slightly increased chance to kill an enemy outright when attacking from stealth.

    A Merc’s Talent is a unique Perk, exclusive for this merc. It might be an active ability like a signature attack or something more subtle, but the important thing is that no other merc in the game has this ability.


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    Our design goal was to keep the Talents grounded in reality so don’t expect any overly fantastic or unrealistic effects here. A Talent is not meant to be a fantastic effect but rather a mechanical representation of the one special thing that the particular merc truly excels at.

    • Double Toss (Fidel) – (active skill) attacks with two grenades at the same time.
    • Boutique Explosives (Barry) – produces Shaped Charges periodically. Shaped charges are special explosives with a directional blast.
    • Find my Feet (MD) – spontaneously becomes Inspired, gaining additional Action points and increasing team Morale during combat.


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    That’s all for this DevDiary, I hope you enjoyed the preview of some of the mechanical ways to make a unique character in Jagged Alliance 3. Please don’t hesitate to comment and ask questions in the thread below!

     

    Boian Spasov

    Lead Designer and Co-creative Director of Jagged Alliance 3


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    Talents being individual seems a good idea for cheap mercs to limit them in the late game. For example missing eye talent that has maximum markmanship capped at 70. Or overkill for Reuban: he will spend an extra turn chopping an already dead enemy or firing his gun against an already dead enemy....but his salary will always be very low.

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    While the inventory system probably isn't something to be covered in this thread, it has been lightly discussed with regards to having the ability to carry more grenades. Therefore, I thought I would raise the question again about whether some items will be smaller than others and allow more to be carried? If JA3 will stick with inventory slots and not use a grid to place items in (with the item icon indicating size and the grid size depending on whether it is a backpack or belt, for instance), will certain weapon magazines be larger than others? Rifle magazines are wider than SMG magazines, so less should be able to be carried. I know Strength will affect total weight of items carried but some items are just larger in general. If you were carrying .50 BMG sniper rifle magazines, even if you were wearing pouches on your vest, or elsewhere, that are designed for them, you simply could not carry as many of those as you could carry magazines for a pistol.

    Also, what about loose ammo? How will shotgun cartridges work in the inventory system? Unless they are in a magazine or drum for certain shotguns, they will be loose. I don't know whether you can wear bandoliers, carry ammo bags for loose rounds but will it be a case of having, say 10-20 max cartridges in a slot or some other method? This would also apply to things like 40mm grenades, loose revolver cartridges if you don't have speedloaders, loose cartridges for lever-action rifles, and bolt-action rifles if you don't have stripper clips.

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    19 hours ago, LoboNocturno said:

    It sounds like we will have this time a wide selection of customization for I.M.P., so there will be many portraits that we can choice from or even able to do our own facial features,hair,skin colour,body type and outfits etc.... ?

    Hope our I.M.P. character will be having a visible portrait as well, i was assuming already why there was no portrait in 1 of the trailers where the tactical Grand Chien map shows up were a merc called Time without a picture.

    Regarding I.M.P. customization, please don't set your expectations too high here. We much rather have more mercs than more aesthetic options for the I.M.P. merc and ultimately these are made using the same resources. Although you can choose a portrait that has associated looks, as I said above, there is no in-depth customization.

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    4 hours ago, Haemimont_Boian said:

    Regarding I.M.P. customization, please don't set your expectations too high here. We much rather have more mercs than more aesthetic options for the I.M.P. merc and ultimately these are made using the same resources. Although you can choose a portrait that has associated looks, as I said above, there is no in-depth customization.

    Oh ok though there would come also a wider customization similar to XCOM2. Anyway hope there will be more then enough variable portraits for both male and female. And most importantly hope you will give more voice options this time also in different accents, cause in Jagged Alliance 2 you had only 3 options all in American accent.

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    I like the idea of having special talents for every merc. The mercs must feel unique and the more features we get in this field the more we get real personalities. That combined with their special quirks, conversation options and behavior can help to make the characters really diversified.

     

    I guess we get a merc who is a real chatterbox?, so it is totally natural that he has the talent to talk his way out of conversations and has the ability to change the mind of his conversation partner. Or think about a hunter merc who has the ability to tame wild animals who will fight on your side.

     

    A merc who is a weapons expert for example could have connections with black market weapon dealers, so that he could organize a special heavy weapon every week or month. There are so many possibilities to create unique mercs not only for combat. Characters who have the talent to organize resources or are leading personalities to train militia could also be very valuable. This will give the game and the characters more depth.

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    12 hours ago, anon474 said:

    I don't know if the devs have the resources to implement this, but I think an LBE system similar to 1.13 where the slots exist irrespective of strength stat (and strength stat can just dictate encumbered status that permits things like stealth maybe, permits things like vaulting maybe, debuffs travel time and how quickly mercs run out of energy and need to sleep, how much AP it takes to move 1 tile, can mercs run in combat, maybe if they have a perk they can run despite being overencumbered...) would be best. It's very fun, it's very fun to mix and match to see which precise combination of slots you want on your character, and which vests have the most slots in general. Itemization potential here is very high.

    So I would agree with solaris here. It's not a deal breaker to have a very general "1 slot 1 item" inventory system, and it's perfectly understandable if the resources aren't there to develop this system but it would be nice.

    The LBE system from 1.13 or something similar would be amazing. Right now the inventory system looks pretty plain from the videos we've seen. I loved tweaking loadouts in 1.13 especially the customizable chest rigs. Spent tons of time just setting up loadouts for each merc for their role.

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    1 hour ago, DougS2K said:

    The LBE system from 1.13 or something similar would be amazing. Right now the inventory system looks pretty plain from the videos we've seen. I loved tweaking loadouts in 1.13 especially the customizable chest rigs. Spent tons of time just setting up loadouts for each merc for their role.

    I also like LBE system.. but to a point. If you have 20 types of vests and you only want use one, because only that one can hold 8 mags, 4 nades and medkit, other options are just clutter. Also I am afraid molle system is not really suitable for a wide audience. I am happy for the fact that weight matters. LBE could be modded (??:) later for the core fans.

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    6 minutes ago, Reloecc said:

    I also like LBE system.. but to a point. If you have 20 types of vests and you only want use one, because only that one can hold 8 mags, 4 nades and medkit, other options are just clutter. Also I am afraid molle system is not really suitable for a wide audience. I am happy for the fact that weight matters. LBE could be modded (??:) later for the core fans.

    Valid point. I don't think we will ever see anything like 1.13 added when it comes to gear but hopefully mods can bring that a long later like it did for JA2. 

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    9 hours ago, LoboNocturno said:

    Oh ok though there would come also a wider customization similar to XCOM2. Anyway hope there will be more then enough variable portraits for both male and female. And most importantly hope you will give more voice options this time also in different accents, cause in Jagged Alliance 2 you had only 3 options all in American accent.

    Each additional voice basically kills one additional character. Because the biggest chunk of cost will no doubt go into the voice acting of all the lines. So I'd rather have just 3 voices instead if losing out on one more character for each voice option.

     

    Regarding the IMP btw:

    In the stream it was mentioned that the IMP will not have a talent selection, but will have one additional trait compared to others. So you can make him unique that way (like being the only night vision machinegunner or something like that)

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    12 hours ago, Kordanor said:

    Each additional voice basically kills one additional character. Because the biggest chunk of cost will no doubt go into the voice acting of all the lines. So I'd rather have just 3 voices instead if losing out on one more character for each voice option.

     

    Regarding the IMP btw:

    In the stream it was mentioned that the IMP will not have a talent selection, but will have one additional trait compared to others. So you can make him unique that way (like being the only night vision machinegunner or something like that)

    Maybe in some other games where the character has to talk a lot, as example in JA2 the characters didnt talked that much either, in JA1 even much less. Of course some characters talks more, some less, lets see if they increased the speeches in JA3? (Which i strongly assume.)

    Voice acting the most expensive ? Also depends who you hire as the voice artist, could go there for cheaper options which would bring very good results too (you just need people with interesting voice & accent who reads the given lines with a lil flavour), myself could do good voice acting for Jagged Alliance 3 sake for free. The I.M.P. characters doesnt need to talk that much either, so to add up a few more options should not be a problem i think.

     

    Yes i saw it on the stream last night, lets see how it will be, sounds interesting though. Cant wait for the combat diary.

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    They mentioned in the past, that they are not going for the cheapest option, but try to find people with the right accents and whatnot (that was in the gamescom stream). And actually there are plenty of lines to record. JA2 already had several lines (ofc not as much as a protagonist in Mass Effect or so) and in JA2 they also had voice actors doing multiple characters, most likely to save costs. And JA3 will have much more dialogue.
    Why do you think there are "only" 40 Characters? Certainly not because of the portrait art. 😛

    I am not saying that 90% of the costs for a character is the voice acting, but it's likely the biggest single position, probably before creating the unique character model (which also must not clip and whatnot).

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    To add some talents to my post here are my ideas:

    - Marauder: Can find more or rare items on enemies

    - Negotiator: Can solve conflicts in a peaceful way (conversations)

    - Mechanic: Can repair weapons and cars

    - Tracker: Can spot enemies and wild animals in a big perimeter 

    - Boxer: Can deal huge damage with his fists in close combat

    - Pharmacist: Can create effective medicine out of cheap resources

    - Jungle guide: Knows the jungle and the weather conditions. No disadvantages in combat by the weather.

    - Team leader: Influences the squad in a positive way. A morale buff for the whole team.

    - Radio expert: Can monitor the radio of the enemy and knows which sectors will be attacked in the future.

    - Merchant: Can get cheap prices in all the shops

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    @WILDFIRE Interesting stuff, boxer (or MMA) most definitely should be there, in JA2 i think Bull was the best boxer if am not mistaken, used Bull & Blood a lot in Kingpin`s MMA fights. Myself as a boxing fan and who had experience with it as well would be nice to see some more decent hand to hand combat effects, just imagining a heavyweight merc with a boxer perk would destroy nearly anybody with 1 or 2 punches (the boxer merc could throw a 2 to 3 punch combo or swing a powerful overhand right with more AP applied), at least to knock them out for few turns. Would be surely epic to have it in JA3.

     

    Tracker makes also lots of sense, could be given to the playable native character. The question is how deep will be the wild life in JA3 ? Hope there will be at least a few animals that could come across our way but not only that, there should be animals as well just for the cosmetics in the nature such different kind of wild birds are flying and tweeting around, to have around swamp area frogs singing, cicadas or other insects should be singing as well just like in real life back in Africa, the nature and animal sounds are much more important than the game`s music for me. I hardly play with the music on anyway. It would be cool though if you hear some local African musics when you go around a town to a entertainment center or bar etc....

     

    Pharmacist makes also lots of sense, a doctor or there could be a local healer which provides medicine from herbs or antidotes against venomous animals.

     

     

    There could be some unique perks as well for some mercs that could bring some uncomfortable moments, like back in JA Rage where Ivan was a alcoholic and could not do without it, Shadow having a weak immune system and needed a drug, Grunty was suffering now and then from light heart attacks etc, it was cool.

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    On 3/29/2023 at 6:57 AM, Haemimont_Boian said:

    I.M.P. portraits were not ready at this time, but rest assured there will be a (selectable) portrait on release!

    Any idea or plan on how many portraits will be available to choose from? I find a lot of games nowadays will give you like 4 options or so but that never seems to be enough. Would like to see at least a half dozen to a dozen even if some of them share the same character model.

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    14 hours ago, anon474 said:

    It's not difficult to do at all, firstly it only has to exist player-side, second it's just more UI and UI isn't that hard to make. It's not the easiest thing to do in the world...but it's not that hard either. Maybe devs aren't willing to invest resources in it, maybe they have a less UI-heavy very UI-centric "lots of menus and items" vision of JA that they want to make. But I think it would be a good idea. Lots of people play PoE and similar titles, people aren't scared of lots of stats.

    Yeah I'm sure it could be easily done for them. I don't see a lot of talk about it or it being a requested feature though so I was beginning to think it was just me that would like to have it. haha I'm the type of person that likes to be organized and have things setup a certain way so details like this are always a bonus for me. It would be interesting to know if they've even talked about this or even thought about it. 

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    13 hours ago, DougS2K said:

    Any idea or plan on how many portraits will be available to choose from? I find a lot of games nowadays will give you like 4 options or so but that never seems to be enough. Would like to see at least a half dozen to a dozen even if some of them share the same character model.

    In Jagged Alliance 2 alone are 16 (8 males, 8 females) portraits for I.M.P. so am expecting a lil wider selection of portraits this time since it was mentioned there would not be a proper customization for I.M.P. like in XCOM 2 as example where you can change the look completely, facial looks, skin colour, different type of hairs, gear and could even change the pattern and colour of your outfit which was pretty cool imo so since that wouldnt be in JA3, hopefully they will offer us at least some more portraits (12 or 15 for each male and female would be manageable, i mean to add some more portraits should not be a hard stuff overall) and am expecting also a few more voice options with few different accents (i would honestly like my character to have Spanish accent since am Latino) would make our own character even more flamboyant.

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    I am wondering if the amount of available portraits will be tied to the possible models of the I.M.P. character as they will need to match, especially with the faces. That would rightly limit things a little.

    Voice options would be easier to vary and I agree that it would be an excellent idea to try to include non-English accents. There may very well be a capacity to that. If there are a few different English speaking voices and for both genders, expectations might be there for other accents too, which means hiring more voice actors, which means more money.

    How many would that be? Would that mean that people want two genders of the following:

    • American accent
    • British accent
    • French accent
    • Spanish accent
    • German accent
    • Russian accent
    • Japanese accent
    • Indian accent
    • Chinese accent

     

    That is only including what I have mentioned. There might have to be a limit but how do you do it without alienating anybody? Not only that but some people might not like the idea that they have to speak English, even with an accent.

    Edited by Solaris_Wave
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    I'm arriving a bit too late I guess, but just wanted to say how impressive is Haemimont's work so far! Dense level of customization and a huge capability to create unique characters.

    My only concern regarding the game is the balance between the elements of realism and overall fun.

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    @Rui Carrer: I also love the Devs work so far but I also hope they find the right balance between realism and fun.

     

    The same applies to the design of the mercs. They should be grounded in reality, tough and serious but some should also have their own funny, crazy side.

     

    I hope in the end we get a good mixture of realism and fun.

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    On 4/1/2023 at 11:53 AM, Solaris_Wave said:

    I am wondering if the amount of available portraits will be tied to the possible models of the I.M.P. character as they will need to match, especially with the faces. That would rightly limit things a little.

    Voice options would be easier to vary and I agree that it would be an excellent idea to try to include non-English accents. There may very well be a capacity to that. If there are a few different English speaking voices and for both genders, expectations might be there for other accents too, which means hiring more voice actors, which means more money.

    How many would that be? Would that mean that people want two genders of the following:

    • American accent
    • British accent
    • French accent
    • Spanish accent
    • German accent
    • Russian accent
    • Japanese accent
    • Indian accent
    • Chinese accent

     

    That is only including what I have mentioned. There might have to be a limit but how do you do it without alienating anybody? Not only that but some people might not like the idea that they have to speak English, even with an accent.

    No Canadian accent for us Canadians eh? What's that all aboot? Sorry for interrupting, Ill go back to my igloo. 😛

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    2 hours ago, Rui Carrer said:

    My only concern regarding the game is the balance between the elements of realism and overall fun.

    Personally, *my* concern is whether the core gameplay is up to JA2's standard. No amount of XCOM2-like customization and progression goodies can replace a solid tactical (and strategic) layer.

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    2 minutes ago, elenhil said:

    Personally, *my* concern is whether the core gameplay is up to JA2's standard. No amount of XCOM2-like customization and progression goodies can replace a solid tactical (and strategic) layer.

    Ultimately this is what matters. I mean, look at JA2. It doesn't look pretty especially considering the graphics games have nowadays in comparison, but the gameplay is just oh so good.

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    @elenhil: Jagged Alliance 2 is really far away from the new XCOMs, so I really hope that JA3 has nothing to do with these games. They are totally different and I really do not like the new XCOMS compared to JA2.

     

    The simplified, generic and limited gameplay, characters and maps of the new XCOM Games absolutely bore me.

    Edited by WILDFIRE
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