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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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    10 minutes ago, KyleSimmons said:

    Oh god, he wrote another essay

    @agris Please stop talking

    I am not sure why You, Woody but also anon think like you are the only people around who are allowed to write stuff and have an opinion...
    Also no need to spam that opinion yourselves.

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    18 minutes ago, Kordanor said:

    But their argument was basically: XCom and Into the Breach (lol) set the standard, and everyone else got to follow it.

    That is what I mean. I do not want that JA3 follows the standard, because the people are too lazy to learn something new. But the current JA3 combat system should also be logic while it is chaotic at the same time.

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    2 minutes ago, Kordanor said:

    I am not sure why You, Woody but also anon think like you are the only people around who are allowed to write stuff and have an opinion...
    Also no need to spam that opinion yourselves.

    One of the interesting people I was referring to...

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    3 minutes ago, Kordanor said:

    I am not sure why You, Woody but also anon think like you are the only people around who are allowed to write stuff and have an opinion...
    Also no need to spam that opinion yourselves.

    lol

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    Just now, Kordanor said:

    I didnt register within the last day or month to spam my opinion here...

    Whatever helps you sleep at night, paranoid andy.

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    Name calling and ad hominems, while avoiding discussion of the actual merits and mechanics.

    Not exactly covering yourselves in glory, eh?

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    Just now, agris said:

    image.png.3b21194ff7af948c6c65243e6f6a21ab.png

    spacer.png

    If you keep responding to me your account will get removed and shut down, I already reported you once for spam.

    This is not a request. I am telling you to stop talking to me and to stop harrassing me.

    You're crossing a boundary now.

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    3 minutes ago, KyleSimmons said:

    If you keep responding to me your account will get removed and shut down, I already reported you once for spam.

    This is not a request. I am telling you to stop talking to me and to stop harrassing me.

    You're crossing a boundary now.

    I will make a report about him as well, he's clearly hysterical and upset about something.

    Posting images of people's account information is definitely weird, and targeting them is very very weird.

    @Kordanor you should also be careful, I saw you heart @agris post, when he gets banned, and he will, they might look at you next.

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    Not that it matters, but I started with JA back when it was the hot new game, and have vastly enjoyed the successors (some more than others, of course).  I've also played the hell out of XCom starting with the first one, as well as the majority of the other games mentioned here,  So I have a bit of experience with the topic.

    Personally, I am looking forward to the "no visible CTH" implementation.  Every new version has given me something new to sink my teeth into and although some of them (looking at the "back in action" ones especially, but also Wildfire) haven't proved to hold my interest for long, they were interesting and enjoyable efforts to get to know.  I'm expecting at least as much from this, and hopefully more.  It may prove to cut into my JA2 1.13 playing time, but if it does, I've gained a lot.

    I'm not going to comment on the silliness going on here other than to say that I am sometimes embarrassed by the stupidity I showed in some of my early postings on Usenet, and I learned the hard way to restrain some of my more intemperate urges.  I guess I'm not alone in having to learn that.  We were all kids once, though.

    To get back to the topic, though, I find the burst fire comments interesting, and perhaps I've missed it, but I didn't notice one of my main reasons for bursting - when hitting may be hard, a burst, even if each bullet has a lowered chance, may be the best way to go.  As with a shotgun shell, if you put enough bullets out there, something is likely to get hit.

    As for the "miss the body part. hit another body part" idea, I'm interested, but I wonder if that might add more complexity at the cost of fun.  I have no idea, myself, but I'd be willing to see how it works.  I wasn't a big fan of the LBE madness in v1.13, but now I spend hours fine-tuning each merc's gear.  You never know until you try it.  And every single game I've played has had its various pos's and neg's.  I'm just standing here waving my money, waiting for the release date, and it honestly doesn't really matter what Devstream comes out between now and then.  I just hope that it's as good as the 1.13 implementation, but if it isn't - if it's only as good as JA - that's good enough for me.  I still remember with great pleasure "This is highly irregular - oh, well."  And while I don't expect to hear Smoke taunt the opposition with "I like what you done with your hair, eh?", I'm, sure what I do hear will still make me laugh.  "That was close!"  "Wasn't all that close" "That was close; I don't plan on missing"

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    Yeah there are a lot of weird characters here, is this usual?

    @agris Is due to get banned any day now...

    Some other people are yelling or acting hysterical.

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    @Haemimont_Boyan thanks for talking about the AP system on the stream. It's interesting to hear you experimented with... I think you said 100 AP? system first.

     

    Can you elaborate a bit more on what didn't work with that? You said it was hard to compare cost of actions, such as firing the weapon?

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    So for those who didnt follow the stream, they have been talking about this topic again over here:

    https://www.twitch.tv/videos/1811204423

    at Minute 30:42 onwards

    To give a brief summary:

    They had chance to hit in first. Ian (original JA designer) immediately thought it was off (31:55)
    The didnt have CTH in the original games due to a councious choice. Not a technical limitation.

    And then they continued with what they talked about a couple of times before:

    General feeling was, everyone was hunting for exactly the right spots and the right numbers, didnt feel like real firefights.
    When they removed the CTH the immediate feedback was that it felt much better.

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    Hello,

    Long time Jagged Alliance fan here

    I can appreciate a lot of the design choices taken by the development team, but I think things like CtH should be implemented and other design choices like cooldown skills like the one on the Kalyna character should be probably not put in place.

    The emphasis of Jagged Alliance should, and always was, on the stats and the items that are the property of the merc.

    Thank you for listening

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    2 minutes ago, Kordanor said:

    So for those who didnt follow the stream, they have been talking about this topic again over here:

    https://www.twitch.tv/videos/1811204423

    at Minute 30:42 onwards

    To give a brief summary:

    They had chance to hit in first. Ian (original JA designer) immediately thought it was off (31:55)
    The didnt have CTH in the original games due to a councious choice. Not a technical limitation.

    And then they continued with what they talked about a couple of times before:

    General feeling was, everyone was hunting for exactly the right spots and the right numbers, didnt feel like real firefights.
    When they removed the CTH the immediate feedback was that it felt much better.

    Wait IAN DID THIS?

    IAN YOU FOOL!

    I have enormous respect for Ian as a developer, but man, this is really unfortunate.

    The entire Steam forum for JA3 has about 5 separate CTH articles lol. I think we can all agree not including CTH at this point is a mistake.

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    7 minutes ago, IceKing said:

    Hello,

    Long time Jagged Alliance fan here

    I can appreciate a lot of the design choices taken by the development team, but I think things like CtH should be implemented and other design choices like cooldown skills like the one on the Kalyna character should be probably not put in place.

    The emphasis of Jagged Alliance should, and always was, on the stats and the items that are the property of the merc.

    Thank you for listening

    Stats and items over skills and actions.. yes. How to name this system? Hot to properly call it? I am not sure..

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    Just now, KyleSimmons said:

    Wait IAN DID THIS?

    IAN YOU FOOL!

    I have enormous respect for Ian as a developer, but man, this is really unfortunate.

    The entire Steam forum for JA3 has about 5 separate CTH articles lol. I think we can all agree not including CTH at this point is a mistake.

    Yeah this is a massive mistake. And if Ian is responsible. Oof. Poor Ian.

    8 minutes ago, Kordanor said:

    So for those who didnt follow the stream, they have been talking about this topic again over here:

    https://www.twitch.tv/videos/1811204423

    at Minute 30:42 onwards

    To give a brief summary:

    They had chance to hit in first. Ian (original JA designer) immediately thought it was off (31:55)
    The didnt have CTH in the original games due to a councious choice. Not a technical limitation.

    And then they continued with what they talked about a couple of times before:

    General feeling was, everyone was hunting for exactly the right spots and the right numbers, didnt feel like real firefights.
    When they removed the CTH the immediate feedback was that it felt much better.

    "Everyone was hunting for the right spots" Ok. And?

    How is that bad. How is that ... not every last tactical strategy in existence.

    Every single tactical strategy is built around the idea that you want to find a way to do maximum damage with maximum accuracy. What's the problem with this.

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    2 minutes ago, Kordanor said:

    No we really cannot.

    I'm sorry but not showing chance to hit is a massive mistake.

    Omerta: City of Gangsters has chance to hit.

    Who is even arguing against this?

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    Just now, IceKing said:

    I'm sorry but not showing chance to hit is a massive mistake.

    Omerta: City of Gangsters has chance to hit.

    Who is even arguing against this?

    People 🤣

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