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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
    THQN Roger



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    DEVELOPERS PLEASE LOOK AT THIS, ITS 5 OCLOCK IN THE MORNING RIGHT NOW:

    E4.png.30b820bd7917a409d1e1d3ca5d225144.png

    THERE IS NOBODY ELSE IN THE FORUM, THIS GUY IS CLEARLY THE SAME PERSON.

    THEY EVEN TALK THE SAME WAY. AND TALK ABOUT THE SAME TOPICS.

    Edited by Woody
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    It is 04:20 here, according to the office clock. I do not have an alternate account. I do not need one.

    You are the one that is acting like a lunatic here with your rude accusations and you are posting endlessly on this forum in such a way that I wouldn't be surprised if you get your posts deleted.

    For goodness sake, calm down.

    • Haha 1
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    Ladies and gentlemen, we got him:

    E10.thumb.png.e1dbcb32f836a9a9e3a25fcf0de3ad6c.png

    E12.png.7faed93c24c36746db1d8e8981d63484.png

    You replied from the wrong account smart guy.

    I was talking to @agris when I said he had bad English, not you.

    That's why @agris edited his comment immediately afterward to try to cover up his tracks, and so nobody could see that he claimed to be from America with his "your education system is supposed to be better than ours"

    @anon474 was 100% correct.

     

    Developers go look at the first message I posted above, they replied within 2 minutes of each other after a 2 hour long break at 5 o'clock in the morning. There's 0.000000001% chance of that happening naturally.

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    Yeah I wonder why he stopped replying. (that's irony, in case anybody's missed it. I know exactly why he stopped replying)

    Edited by Woody
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    @MODS I already said it was weird how one guy was coming in on one of the threads I was reading acting crazy

    It's Solaris he's doing something, making new accounts!

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    3 hours ago, Woody said:

    DEVELOPERS PLEASE LOOK AT THIS, ITS 5 OCLOCK IN THE MORNING RIGHT NOW:

    E4.png.30b820bd7917a409d1e1d3ca5d225144.png

    THERE IS NOBODY ELSE IN THE FORUM, THIS GUY IS CLEARLY THE SAME PERSON.

    THEY EVEN TALK THE SAME WAY. AND TALK ABOUT THE SAME TOPICS.

    Yo.....

    That's so obvious.

    I knew people were acting weird.

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    4 hours ago, Woody said:

    I hope you won't mind me doing this since I saw you looking up other people's profiles, allow me to just put some facts together...

    E2.png.b68d82ae490f6ff210dde7c707152fe6.png

    Joined yesterday

    E3.png.8f056f6cae24db9128a4440dc3509f16.png

    Anon something talking about how you, @agris reminded him of @Solaris_Wave , he also openly accused you of being an alt for somebody else on the forum on another thread.

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    And now you're replying to each other, at 5 o'clock in the morning, when nobody is online, and agreeing with each other.

    Any comments?

    YO WHAT

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    wtf... stop these conspiracy theories and off-topic discussions, please. The only alt-account in this thread I am certain of is not created by Solaris_Wave (you know who you are and you will stop it).

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    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...

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    5 hours ago, THQN Fabian said:

    wtf... stop these conspiracy theories and off-topic discussions, please. The only alt-account in this thread I am certain of is not created by Solaris_Wave (you know who you are and you will stop it).

    Maybe you didn't see this part, or didn't read too closely: the probability of one stopping writing as soon as another starts, the probability of them both being online at 5 AM is 0%.

    E4.png.c6dcb08f932b484d4973ba2781b8f812.png

    They are the same person.

    I saw them stop replying, then instantly start replying on their alt account.

    Their account is brand new, yet behaves in EXACTLY THE SAME WAY as @Solaris_Wave behaves.

    Their mannerisms are IDENTICAL. Their WRITING STYLE is IDENTICAL. Their INTERESTS are IDENTICAL.

    Everybody else on the forum knows its the same person.

     

    There is another explanation for why you're protecting this 1 guy. Because it's not just "a guy". @anon474 brought this up already:

    E42.thumb.png.70288b18dea8ac56d474c0525d66e610.png

    Is this why you're not doing anything to ban this person?

    I'm not an alt account for anybody, if you don't think there's something suspicious going on on this forum you're either not paying close attention, or you already know deeply that something suspicious is going on on this forum, because you're doing it.

    There is no option you have, that includes not banning the obvious alt account of @Solaris_Wave and @agris (and I'm sure a lot more than that), that makes you look good.

    Edited by Woody
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    @Woody, why are you getting all of this in your head? I viewed your profile, along with some others, after I saw you being rude to forum members like @Kordanor. I thought it strange how your behaviour was like @anon474 in regards to the insults if opinions differed. Also, I found it odd how several accounts were created at the same time that were the same in character: rude, insulting, opinionated and full of fabrication.

    I then find you doing the same with me, completely unprovoked but now on some kind of useless warpath that is totally unwarranted.

    I see an Administrator is in the forums now because of your accusations. What happened to this forum? It was great until people like you came along and sullied it.

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    Let's just say I wouldn't be surprised if somebody (doesn't have to be the entire company) at Haemimont is making accounts and going into the forums to put a good spin on things.

    Or the mods are completely terrible at their job and can't see when an obvious alt is being used...especially if that alt generally agrees with them on the most contentious issues like CTH...

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    6 minutes ago, KyleSimmons said:

    Let's just say I wouldn't be surprised if somebody (doesn't have to be the entire company) at Haemimont is making accounts and going into the forums to put a good spin on things.

    I don't see any reason or even more sense for game developers to create fake accounts you write about.

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    15 minutes ago, THQN Fabian said:

    All alt accounts have been banned from posting after my last warning got ignored. Please return to the topic of this thread, thank you.

    Thank you!

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    28 minutes ago, THQN Fabian said:

    All alt accounts have been banned from posting after my last warning got ignored. Please return to the topic of this thread, thank you.

    Thank you also. This whole thing was getting stupid.

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    Hey guys

    I saw the stream and honestly I dont think chance to hit percentage should've been excluded

    its kind of a mandatory requirement for RPGs now

    No idea if youll see this or not But I really wouldve preferred for you guys to show it

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    6 minutes ago, Godzilla said:

    woah the forum is very active let me take a look around

    Better not in this thread 😄

    I disagree about your opinion with not showing CTH but that's fine ^^

    That whole discussion reminds me of Back in Action. Just the other way around.
    Back then the developers just jumped on the bandwagon:
    At the time everything had to be 3D and everything had to be realtime with pause (actually it might be thanks to XComs Success that this is no longer the case)

    In an interview they even said that they made it realtime because its 3D.

    In the end Jagged Alliance BiA was a mediocre game, which lots of JA Fans didn't like.

    Edited by Kordanor
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    10 minutes ago, Godzilla said:

    Hey guys

    I saw the stream and honestly I dont think chance to hit percentage should've been excluded

    its kind of a mandatory requirement for RPGs now

    No idea if youll see this or not But I really wouldve preferred for you guys to show it

    I respectfully disagree. In fact, I recommend the developers stick to their guns.

    I suspect many players coming from other games may feel they'll be crippled without an explicit change-to-hit percentage, but only because they've never tried playing without it. I think many of those players will come around once they have a bit of experience under their belt.

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    I have been playing games for most of my life and at 47 years old, have played a lot since 1980. Throughout that time, there have been a lot of games that have shown hit percentages and you might think, that being a long time gamer, that I should insist on seeing the visible hit percentage in any game, where possible, because I am used to it.

    Far from it. The first time I heard about JA3 was in PC Gamer and as soon as I read that Haemimont were removing the visible percentage, I thought about it and quickly liked the idea. While it does give you an idea of whether to attempt an attack, that percentage isn't always that helpful. There have been lots of occasions in games where you might have a high chance to hit and it misses anyway. I have seen misses occur when a 95% chance to hit was shown. Sure, it isn't obviously a 100% chance to hit that would guarantee a hit, but when you see it miss, make another attempt (also at 95% probability) and that misses as well, you start to swear, complain about the computer cheating and keep your hand over the Quick Save and Quick Load keys.

    As long as you have a basic indicator, either visible or audible, so you know whether an attack should be even vaguely possible, I think it is enough.

    Edited by Solaris_Wave
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    4 minutes ago, Godzilla said:

    whew a lot of people here upset about something hopefully they dont have a point

    The CtH debate is a contentious one. If you explore the forum you'll find a lot of conflicting opinions regarding a lot of design decisions. Obviously everyone has their own side, but it's important to respect each others' opinions and the reasons for those opinions (and even if those reasons are "but I like it this way", that's entirely legitimate for a video game).

    There was also a recent kerfuffle wherein some users assumed that anyone who disagreed with them must be a conspiracy of sock-puppet accounts. Don't worry about those.

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    On 5/4/2023 at 8:54 AM, Woody said:

    @KyleSimmonsYeah I have no idea who the f wouldn't be in favor of showing chance to hit, this is pretty much a staple of all modern RPGs and even non modern ones. I could count the amount of RPGs without chance to hit on one hand most likely.

    I'm not in favour of it because I think it's terrible and steers the gameplay in a way that becomes less fun. If you can see chance to hit you will take way less shots and battles will become way more predictable. Same thing that happens when you play other games that show chance to hit. Also, it's infuriating when you have a 95% chance to hit and miss. This also creates the potential for save scumming if you do miss whereas if you can't see the chance to hit number and miss, your less likely to quick load and try again.

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