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  • DevDiary 6 - Combat, Part one

    Combat, Part One

    Hello there! I am Boian Spasov and it is my pleasure to welcome you to a DevDiary on a subject that I’ve been wanting to write about for a long time – combat! Yeah, it’s a big one - there is so much to talk about that a single article won’t be enough and you can expect a second combat DevDiary down the road.

    As stated in our first DevDiary “Game Vision” the combat is one of the pillars of Jagged Alliance 3. It is a deep, involved and realistic experience and is the single aspect of the game that we iterated on the most during development.

    Combat in Jagged Alliance 3 is turn-based with your entire team taking a turn, followed by the enemy team. During your turn you are free to activate your characters in any order and intermix action between them.

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    A typical character turn in many tactical games can be described as simply as “I move to this position and attack with this skill”. This level of abstraction is perfectly fine for these titles and we have seen how it can create deep and engaging gameplay, but for a simulative game like Jagged Alliance 3 we wanted more precise level of control over your character’s actions. How exactly do you move - will you hustle recklessly or carefully crawl to the target location? How exactly do you attack? Do you take your time to aim carefully? Will you attempt to cripple the target shooting a burst at their limbs or gamble for a killer headshot instead? This is achieved with several game mechanics working in concert, the most important of which are the Action Point system, the movement stances, the weapon firing modes and the body parts targeting system.

    Action Points

    All actions that a character takes during their team’s turn are limited by their available number of Action Points (AP). A simple action like crouching may cost only a single Action Point, while a more time-consuming action like a carefully aimed attack with a rocket launcher may consume most of the characters’ AP for the turn. Attack actions may be modified by spending additional AP to aim more carefully, increasing the chance to hit precisely with the net benefit from Aiming also depending on the weapon and the character stats.

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    An average rookie merc has around 10-12 AP per turn. This number is increased for veteran mercs and when conditions are favorable, like at high morale, but never too much. We intentionally kept the numbers relatively low to ease the mental calculations related to Action Points that players do each turn. However, even though the available number of AP is always displayed as an integer, it is internally stored with higher precision and certain very simple actions like moving at a short distance effectively cost only a fraction of an action point.

    Stances

    Characters are always in one of the three movement stances – standing, crouching or prone. Movement actions have different costs based on the chosen movement stance – crawling takes significantly more time than running the same distance but will realistically hide you from sight when you are behind an obstacle and is generally safer against firearm attacks and explosives. Conversely, if the enemy will attack you with a melee attack you will be at a disadvantage if you are crouching or prone.

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    When moving you can always lock your chosen movement stance, manage stances manually or let the game manage them automatically, switching to standing when this will optimize AP usage while moving but still ending the movement in your desired stance. This approach is not without risks – your characters are more exposed if they are running around standing between safer spots and if you expect to provoke an enemy attack it might be better to move crouched or prone.

    Firing Modes and Body Parts

    You have three important decisions to make when attacking – how many additional AP you are willing to spend aiming, what firing mode do you wish to use and a what body part to target. Firing modes are pretty straightforward - an automatic weapon, like an AK-47, is able to attack not only with single shots but also with burst an auto-fire attacks, shooting more bullets at the expense of accuracy and AP cost. Since bullets are simulated individually this also tends to create more chaos on the battlefield, but I will talk more about the bullet simulation further down.

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    With a double-barreled shotgun you can offload both barrels with the same attack, but you will have to reload afterwards. A dual-wielding character may alternate between firing with both weapons or just one of them by selecting the appropriate firing mode.

    Body part targeting allows you to try to hit a specific body part and inflict additional effects with the attack. Headshots are often difficult to pull of but deal massive damage, while arm and leg shots are often useful for crippling enemies that you will not be able to finish off during the current turn. Melee attacks may be targeted at the enemy neck, inflicting various crippling effects that depend on your weapon of choice.

    (Note that some of the following screenshots demonstrate some debug functionality available only to developers.  These shots are marked with “Dev mode enabled” in the bottom left corner and are not representative for the game visuals as seen by the players.)

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    Firing at a particular body part is only possible when you have a clear line of fire to it – as determined by the geometry of the level. Some body parts may be armored, presenting interesting moment-to-moment tactical choices during the battle.

    Body part targeting is never possible when you don’t have clear sight to the enemy like for example when you are firing at an enemy behind a wall…

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    Bullet Simulation

    Hitting someone behind a wall – what kind of sorcery is this? I apologize for getting a bit ahead of myself here, but I will explain immediately. Hitting enemies through walls and even through other enemies is possible in Jagged Alliance 3, thanks to our bullet simulation logic.

    The bullet simulation logic involves a set of calculations for each individual bullet fired, based on the caliber and type of the bullet as well as the materials encountered along its path (armor, bodies or environmental objects). Both accurate and inaccurate attacks may have various unexpected effects because of it, like penetrating an enemy body to hit another enemy, grazing an ally by accident or destroying some of the environment on the bullet path.

     

    The bullet simulation and the destruction system took considerable amount on effort to implement and support but all the effort was worth it because at its core combat in Jagged Alliance 3 aims to be a realistic experience, one that would not be possible without a realistic simulation running behind it. Which neatly brings me to the final, and perhaps the most important, point that I want to discuss in this DevDiary…

    No Visible Chance-to-Hit

    Each time you are setting up an attack in Jagged Alliance 3 you will see various factors that affect it both increasing and decreasing the chance for the attack to be accurate. What you will not see is an exact, precise chance-to-hit percentage number.

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    During the early years of development Jagged Alliance 3 displayed visible chance-to-hit, just like XCom and many other tactical games do. What we observed time and time again during our playtest sessions was that people were focusing on this number to the point where they centered their entire gameplay style around it, like never attacking when it is below a certain threshold. It also created moments of frustration and disappointment as in-your-face randomness sometimes tends to do.

    We don’t feel there is anything wrong in principle with visible chance to hit. There are many immensely successful tactical games out there that play exactly like this and CTH was present even in some of the most popular JA mods. It is, however, not the kind of a core experience we had in mind for Jagged Alliance 3, a game meant to represent firefights in their entire chaotic and messy glory. We wanted an experience that allows you develop a sense for certain situations, a game that makes you focus on your surroundings and the unique combat situation instead of a number in the interface. That was our reasoning when we decided to experimentally hide the chance-to-hit number in the interface and observe if the players will approach the combat situations differently afterwards. The first confirmation that we were on the right track came from none other than Ian Curry, the creator of Jagged Alliance, and many more followed in the months after – players were more involved now, found the situations more unpredictable and the game more unique and distinctive. Encounter after encounter, they were gradually developing a sense of mastery and generally had way more fun this way!

    We are fully aware that the decision to remove chance-to-hit will never sit right with some players but still feel that it is the crucial design decision that made our combat “click” and feel right. There are many tactical games with perfect and detailed CTH information out there, but too few where you play “by feel” as was the case with the classic Jagged Alliance!

    Thank you for reading the first combat DevDiary. Here are some of the subjects we might explore in the next one – Weather Effects, Night and Darkness, Stealth and Overwatch/Interrupt Attacks. If you are interested in any other aspect of the combat gameplay, please suggest in in the thread below.

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    • Like 11
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    7 hours ago, SWi74 said:

    Man, this forum turned into a dump rather quickly, because of a handful of trolls and "experts". I understand the devs not wanting to engage here at all during the first months.

    "They made a mistake!" and "I'm disappointed" topics, seriously?

    Anyway, to get back on topic:

    Best dev diary so far. Everything from graphics to mechanics, direction and gameplay feel seems extremely professional and thought out. These are the only two things I care about, actually.

    I love that the process led you to an unpopular decision and you made it anyway. I will choose the game a designer wanted to make over the game that most people "demanded", any day!

    Машинки сте. Дано сте свикнали с гласовити скапаняци, повече от мен. Pardon my French...

    i have a good idea for a merc i knowja devs never did a yugoslavic or balkan merc why not create one and he does stereotypically balkan things maybe has niko bellic type haircut maybe says things in a balkan language like ivan dolvich does

    it would add a lot of character and balkan territory is a very rich ground for very specific characters. because balkans arent exactly east europe. maybe a polish merc too i know theres steroid but hes kind of americanized. i see a real really polish merc that has imperfect english constantly swears in polish. maybe a czech one as well.

    most mercs in ja were either from latin america from east europe or first or second generation immigrants in america. hardly any asian mercs by the way. not saying that as a slight to developers or anything.

    what are you guys talking about by the way?

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    developers are from czech republic or bulgaria right. they should add a bulgarian merc. maybe hahahaha

    "overworked programmer" haha. red bloodshot tired eyes glasses skinny frame drinks coffee and cigarettes has jittery mannerisms. a bit like madlab but more neurotic and tired.

    can definitely be a character if not a merc.

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    42 minutes ago, Godzilla said:

    developers are from czech republic or bulgaria right. they should add a bulgarian merc. maybe hahahaha

    "overworked programmer" haha. red bloodshot tired eyes glasses skinny frame drinks coffee and cigarettes has jittery mannerisms. a bit like madlab but more neurotic and tired.

    can definitely be a character if not a merc.

    I dont think we know all the new Mercs yet, and I am also not sure about the total number. Initially they mentioned 40 mercs and 30 of them original, but I think there are more than 30 original ones. So not sure if it is "just" 10 new ones.

    So far we have seen a Ukranian (Kalyna), a Peshmerga/Iraq (Fauda), Livewire (i think she was israeli) Omyrn and Smiley (no idea about nationality). So who knows who is left 🙂

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    livewire is saudi afaik

    but devs should think about adding mercs who arent just "russian" maybe a balkan merc maybe a merc from a country thats in east europe but not russia maybe a swedish merc with a heavy accent who wears a lot of hunting gear in his bio is big into hunting

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    I think it's too late to add new characters to the base game at this point. Maybe DLC.

    You may also have more luck posting this in the General Discussion forum instead of in the comments on an unrelated dev diary.

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    theres no need to be aggressive im just talking about my merc preference stuurminator

    i didnt say that they had to developthe mercs before release, just throwing out ideas

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    6 minutes ago, Godzilla said:

    theres no need to be aggressive im just talking about my merc preference stuurminator

    i didnt say that they had to developthe mercs before release, just throwing out ideas

    I'm not being aggressive, I'm telling you: you'll get more feedback on your concept if you post it in the General Discussion forum. You're not going to get anywhere posting it somewhere that has nothing to do with it.

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    What happens with CtH? XCOM-mimimi…:

    I have 90% CtH + I miss = Game is bugged and cheating me!
     

    I can enjoy it without CtH… and i will do.

     

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    13 minutes ago, Quardak said:

    I am sure new here. Like that fanatic Discussion for CtH. Always looking for Forks+Torches around.

     

    i wouldnt call it fanatic...justdevelopers made a mistakethats all.

    will it cost them? who knows

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    On 5/5/2023 at 9:08 PM, DougS2K said:

    I'm not in favour of it because I think it's terrible and steers the gameplay in a way that becomes less fun.

    This is pretty much how I feel about it too. Knowing your chances to hit radically change the way you approach combat situations in a game and would most likely turn it into a hunt for that magical 95% where you never take anything less than the absolute best.

    It works in X-COM because the game is very simple in its core combat and so much of the missions and how they play out are seemingly designed around those hit chances. One shot is usually enough to take down your guys while the enemies can be hulking behemoths that require several turns of tactical planning before you can land the killing shot. In that game you NEED to know your chances, otherwise the experience would be about as unfun as having your hair pulled.

    JA3 doesn't seem to play anything like that despite there being loads of similarities between the titles. The fun in the game is partly in not knowing. And I could predict doing the opposite would throw the gameplay balance out of the window, unless the AI cheats and always knows where to take the best shot against your weakest guys, which really wouldn't make the game a whole lot of fun.

    I partly feel people are fighting over CtH so much because they're trying to pull off headshots and such and end up missing the target entirely every time and end up feeling extremely disappointed after the fact when they felt it should have been a sure shot from 2 tiles away with full aim against a seemingly "immobile" target.

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    11 hours ago, BossWeapons said:

    This is pretty much how I feel about it too. Knowing your chances to hit radically change the way you approach combat situations in a game and would most likely turn it into a hunt for that magical 95% where you never take anything less than the absolute best.

    It works in X-COM because the game is very simple in its core combat and so much of the missions and how they play out are seemingly designed around those hit chances. One shot is usually enough to take down your guys while the enemies can be hulking behemoths that require several turns of tactical planning before you can land the killing shot. In that game you NEED to know your chances, otherwise the experience would be about as unfun as having your hair pulled.

    JA3 doesn't seem to play anything like that despite there being loads of similarities between the titles. The fun in the game is partly in not knowing. And I could predict doing the opposite would throw the gameplay balance out of the window, unless the AI cheats and always knows where to take the best shot against your weakest guys, which really wouldn't make the game a whole lot of fun.

    I partly feel people are fighting over CtH so much because they're trying to pull off headshots and such and end up missing the target entirely every time and end up feeling extremely disappointed after the fact when they felt it should have been a sure shot from 2 tiles away with full aim against a seemingly "immobile" target.

    People like cth for a number of reasons one of which is min maxing and knowing for a fact that you can use 1 merc to get one guy and get the other mercs to go for other guys.

    Also how the f are you supposed to tell if youre close enough or not?

     

    There are many other problems with cth. This along with a few other missteps will end up in a poor outcome come release time, imo.

    Edited by Godzilla
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    1 minute ago, Godzilla said:

    Also how the f are you supposed to tell if youre close enough or not?

    There actually is a display for that.

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    Just now, Kordanor said:

    There actually is a display for that.

    Unless that display is cth I dont think there is. If you have 20% chance to hit vs 50% vs 70% those are completely different chances and I would never try to get a shot off at 20% but without cth I might be firing like a dumbass wondering why Im not hitting.

    Whether people like it or not, not including cth is a mistake.

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    Don't quite understand what you mean. There is a clear distance meter showing the effective range of the gun and the range of your target.

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    7 minutes ago, Kordanor said:

    Don't quite understand what you mean. There is a clear distance meter showing the effective range of the gun and the range of your target.

    That doesnt make a difference for you having 20% cth or 70% cth.

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    You said "you can't tell if you are close enough or not"

    -> You can

    And if you are outside of "max" range but 1m off, don't expect your hitchance to drop by 50%.

    Edited by Kordanor
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    I think also in real life you can only guess if you hit a target. There are no percentage numbers. A weapons expert for example can say that he hits a target very sure, because he is very experienced but depending on the distance, weapon condition and weapon behavior the result is different every time.

     

    Also you as a player must decide if you think the next shot will hit your target depending on the informations you have. Not a percentage number should take the decision that you have to make. Where is the fun when you only look for the magical 90% and above numbers to continue your next steps? It just feels restricted and less realistic.

     

    With the current combat system you have to look into your mercs abilities while you decide your next tactical step. You have to think about the positioning of your team, the distances, chosen weapons and so on. That diversifies the experience way more and gives the combat system its depth.

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    12 hours ago, Godzilla said:

    Unless that display is cth I dont think there is. If you have 20% chance to hit vs 50% vs 70% those are completely different chances and I would never try to get a shot off at 20% but without cth I might be firing like a dumbass wondering why Im not hitting.

    Whether people like it or not, not including cth is a mistake.

    and that is exactly why CTH should not be in the game.
    YOU should know if your chances are at 20%, 50% or 70%.
    This was always a huge part of JA2 Vanilla -> Do you move closer, maybe to the next wall/sandbag or do you take the shot?
    If you decide to move -> how will you cover your merc? Will he run into an interrupt?

    If you implement CTH to take all those considerations away because you will solely decide upon your CTH.

    no cth = good decision.
    cth toggle -> better decision!

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    5 hours ago, chr_isso said:

    no cth = good decision.
    cth toggle -> better decision!

    Do you mean that you would like to see an option to toggle CtH visibility?

    To anybody that wants to see that option, if it was there, why not just have it switched on all the time? The temptation would be there because you might possibly think, "Well, everybody else has probably got it switched on, I might as well do it too. Why make it harder for myself if everyone else is making it easier?"

    Now that is just a theory, not a complaint towards anyone in favour of a toggle. I know lots of people like to challenge themselves by increasing game difficulty.

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    8 hours ago, chr_isso said:

    and that is exactly why CTH should not be in the game.
    YOU should know if your chances are at 20%, 50% or 70%.
    This was always a huge part of JA2 Vanilla -> Do you move closer, maybe to the next wall/sandbag or do you take the shot?
    If you decide to move -> how will you cover your merc? Will he run into an interrupt?

    If you implement CTH to take all those considerations away because you will solely decide upon your CTH.

    no cth = good decision.
    cth toggle -> better decision!

    How are you supposed to know that??

    Im sorry but theres very big margin of error in knowing how accurate that shot is going to be. And theres no good way to tell. Unless you plan to do the math manually based on distance and know the formula and perks and weapon mods, and change that math anytime a merc levels up or changes their gear, theres not going to be an at all reliable or accurate way to know.

     

    Maybe thats why they made the maps so tiny. So that you always have at least ab50% chance to hit?

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    10 hours ago, chr_isso said:

    and that is exactly why CTH should not be in the game.
    YOU should know if your chances are at 20%, 50% or 70%.
    This was always a huge part of JA2 Vanilla -> Do you move closer, maybe to the next wall/sandbag or do you take the shot?
    If you decide to move -> how will you cover your merc? Will he run into an interrupt?

    If you implement CTH to take all those considerations away because you will solely decide upon your CTH.

    no cth = good decision.
    cth toggle -> better decision!

    I couldn't agree more, it felt right in JA2, I'm sure it will feel right in JA3. At the end of the day these developers are professionals, I trust the decision.

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