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  • DevDiary 9 - Satellite View

    Strategic Gameplay

    Hi everyone, I am Boyan Ivanov, co-creative director of Jagged Alliance 3, and today we are going to talk about strategy.

    The 90s were a golden age for PC strategy games. It is no wonder that both big tactical games from that era - XCOM and Jagged Alliance – featured not only excellent tactical combat but also a deep strategic element. For me this blend is one of the key ingredients for their success and my own fond memories of spending countless hours with them.

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    Map of JA2
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    Map of JA1

     

     

     

     

     

     

     

     

     

     

    From the early days of conceptualizing Jagged Alliance 3 it was clear to us that we had to capture this unique blend – turn based tactics, strategic gameplay in an open world and a quirky cast of characters. But what exactly is needed to make a fun and engaging strategic layer? And also, what makes a good strategic layer within the context of the Jagged Alliance series?

    Strategic gameplay requires planning and tough decisions, managing different resources, be it money, time, or people. It also needs a big playground where these plans can unfold.

     

    A Whole New World

    Welcome to the Adjani Valley – the world of Jagged Alliance 3. This is what we call the Satellite View – the strategic layer of the game where you will command your squads of mercenaries.

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    As is tradition set by the game’s predecessors, the world map is divided into a sector grid. More than 160 of these sectors (including underground locations) have their own playable, handcrafted maps to explore. Collected into several different regions and environments, these maps offer not simply yet another battlefield but new characters and stories as we discussed in Dev Diary 8 – Quests.

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    Certain sectors are more strategically important than others. They can be parts of a city, diamond mines, ports that allow sea and river travel, hospitals or just a safe place to rest and relax. Other sectors can be enemy strongholds that are heavily fortified and send out enemy squads to attack you (but more on that later). Liberating these sectors and taking control of vital resources is key for success. Planning which sectors to prioritize and where to attack next forms the core of your long-term strategy.

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    Traveling is a key factor when making these strategic decisions. Certain terrains are harder to traverse. Marching through swamps without any roads is slow and tiring. Walking through the savanna is easier and even faster if there’s a road through the sector. There’s also water travel to consider - navigating along the coast or the Adjani River requires a port as your starting point. It is a much faster way to travel and even lets mercs rest but costs some money per sector traveled.

    With all this in mind it is up to you – the commander – to explore the world as best fits your plan. Yet there are more considerations to keep in mind:

     

    Your Agents of Chaos

    You’ve scanned the world, chosen your targets, planned out how you’re going to get there. Now it’s time to send your agents – the mercs to implement this plan. While it is completely possible to go through the entire game with a single squad I feel that the strategic aspect of Jagged Alliance 3 shines the most when you split the party.

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    You can send out Alpha squad to capture a diamond mine and secure funds. Bravo squad can go after a particular side mission on the other side of the Adjani River. While mercs in Charlie squad will train militia and repairs items in the town you recently liberated. Squads are limited to 6 mercs, but there are no limits to how many squads you can have or where you choose to send them.

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    There are several things to consider when managing your mercs. You’ll need to assemble your team of course, consider if and when to hire additional mercs or perhaps part with some. You’ll need to treat their wounds and make sure they are fit for upcoming battles. Mercs will also tire out, especially when traversing difficult sectors, and need to rest. They can push through for some time if they are just tired, making them less effective in battle. However, if mercs become exhausted they will refuse to travel and have even bigger penalties in combat.

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    Operations & The Timeline

    It’s not all fighting, marching and resting for your mercs. In sectors under your control you can assign mercs to different operations. These are tasks that can help you recover after a difficult battle or prepare you for upcoming conflicts. Let me give you a quick overview of each key operation:

     

    • Treat Wounds – assign a merc as a doctor to heal the wounds of his teammates by spending Meds
    • Hospital Treatment – available only in certain sectors, hospitals allow you to heal wounds very quickly but at a high monetary cost
    • R&R – In city sectors your mercs can spend some downtime to recover faster and even gain the “well rested” status
    • Repair Items – weapons and armor deteriorate with use, mercs with good Mechanical skill can repair items at the cost of some Parts
    • Craft Ammo & Craft Explosives – tied to the Explosives skill, allows crafting of different ammo and explosive ordinance
    • Scout Area – Mercs can spend some time gathering intelligence of nearby area gaining hints about enemy positions as well as nearby side missions
    • Train Militia – train militia to defend certain key positions. Militia are allied soldiers which are not directly under player control but can defend a sector even when mercs are not present
    • Train Mercs – allows mercs with high stats to train other mercs with the speed

     

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    Certainly some operations are more vital – ex. Treat Wounds. Others are a bit of a filler - Training - allowing you to fill the time of idle mercs with something useful as they are waiting for their comrades. Certain sectors may offer additional “unique” operations that are part of a particular side story like prospecting for diamonds to improve the output of a mine or simply waiting for the bus (I’m going to let you speculate what that operation is used for).

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    As we initially developed the Satellite View we stumbled on a problem that play testers were struggling with. It’s difficult to keep a mental picture of all these events and how they fit with each other. Which operation will finish first? When will a merc contract expire? Do I have time to get to a particular location?

    The timeline was the answer to this problem – it helps keep track of different ops, merc contracts and provides a clear sense of how time flows in the game. Each operation, squad travel times and important occurrences are marked on the timeline. You can easily see the sequence of events that will take place in the near feature and hover over an event to gain more information.

     

    Time = Money

    Managing time is a crucial skill in the strategic aspect of Jagged Alliance 3. Even more so when you realize that time is money in the game.

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    Keeping mercs active in the field has ongoing costs – you have to renew contracts periodically. You can choose the time frame of the contract but there might be complications. A merc will occasionally want to renegotiate if they’ve gained experience and gone up a level. Some may require more money the first time you hire them if they see you as an inexperienced commander. Some may outright refuse to join your team if you have someone they don’t like on the payroll or if you’ve caused the death of too many mercs under your command.

    With the contracts ticking away as time passes in the Satellite View you will want to optimize the time of your mercs. Chose which sectors to attack first as travel time is a factor, pick operations that will help you prepare but don’t waste too much time on them as there’s an implicit cost. Do you need to keep such a large force of mercs on payroll or could you even hire some additional help?

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    But how do you make money? Well the answer is simple – diamonds! Specifically diamond mines are your best source of income. Controlling them adds money to your account daily but make sure to protect them and do keep in mind that some mines might deplete and you’ll find yourselves without income.

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    For a quick infusion of cash you can go on the hunt for diamond shipments. The enemy sends out diamond shipments from time to time. Naturally they are well guarded. With skill and some luck you can intercept these shipments, take out the enemies and cash in the prize.

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    Of course you have your starting funds and some extra cash early on from your employers. One of the main long term challenges in the game is to be mindful of your finances and this becomes a key skill when you play on higher difficulties.

    While we are on the topic of managing resources, you may have noticed my quick mention of Meds and Parts. These are two resources that are often used in operations. Each squad carries their own supplies of Meds and Parts. While they are not as crucial as Money be mindful of them or you may find yourself in a bind without enough resources to recover after a tough fight.

     

    War for Territory

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    As your mercs fight their way through Grand Chien, capturing sector after sector, your territory and resources grow. But it can fall back in enemy hands. The Legion and other foes can muster counter attacks and will try to recapture lost sectors. Diamond mines are often on the top of their list.

    Enemy strongholds, called guard posts, can generate attack squads and send them to attack your positions. In turn you can train militia in key sector to defend them. There are even multiple types of militia – rookies, veterans and elite. When an enemy attack squad reaches your positions a you’ll have to defend this sector or auto-resolve the conflict. If only militia is present in the sector auto-resolve is the only option as you don’t have active mercs there.

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    This creates a sort of thug of war between you and enemy forces as you fight for control of key strategic sectors. It also creates a very different dynamic from play through to play through as all attacks are procedurally generated and depend on what you’ve captured.

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    Guard posts are a prime target for attack on your end but they are very well defended. In fact going guns blazing can lead to epic fights where you are outnumbered many times over. However, there are other approaches. Each guard post can be weakened through a set of mini-missions – they are represented as shields next to the guard post icon. To learn more about these mini-missions you’ll have to use the scout operation and complete certain tasks.

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    Open World Strategy

    As you can see the Satellite View of Jagged Alliance 3 offers a lot of strategic considerations – managing squads, mercs, time and money. Also fighting an active opponent that will try to recapture what they’ve lost. The ultimate goal of all these mechanics is to give you, the player, freedom and the tools to approach the task of saving President La Fontaine as you best see fit. You are up against overwhelming odds and there’s a lot more to discover along the way. Build up your strength, find allies, capture key sector and let your mercs become stronger over time. And your next time around you can try a different team and a different strategy.

    That’s it from me for today. To see the Satellite View in action, join us on our stream this Thursday, June 15th at 17:00 CEST on the THQ Nordic channel: http://twitch.tv/thqnordic 


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    18 hours ago, ShadowMagic said:

    A lot of work seems to be put in this. For some that'll be good news. But I'm afraid many fans dislike the amount of micro management and (in many cases) unneeded amount of detailed info the strategy map alone contains now. It's almost a game on its own where with classic JA it was there but not so much demanding.

     

    I would disagree with that. A lot of that in previous installments was already there. If anything now it is easier to understand and plan things accordingly.

    Style might not be everyone liking and I can appreciate that. Personally I'm on board.

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    5 hours ago, MEXAHUK said:

    Great devDiary! Thanks!

    But we still wait for your online coop 😉

    I think that there is just one way to show online coop .. hopefully they wont write about it but show it instead!

    Looking forward to see @Haemimont_Boian with @Haemimont_Boyan showing it off on one of the steams. Other couple would be totally fine, but being confused and meeting other Boyan should be fun 😄 

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    20 hours ago, ShadowMagic said:

    A lot of work seems to be put in this. For some that'll be good news. But I'm afraid many fans dislike the amount of micro management and (in many cases) unneeded amount of detailed info the strategy map alone contains now. It's almost a game on its own where with classic JA it was there but not so much demanding.

    Well, at least you're not claiming that it's 'dumbed down' 🤣

    It seems like only a straight up remake would make you happy...

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    I thought Fox's quip after shooting that enemy right in the Jacobs was pretty good. Overall, it was a good looking and sounding video. In fact, the only thing I thought looked artificial at times was that there were several moments in the video where your mercs were all running with matching animations. The same leg moving forward, followed by the next leg; each merc moving the same arm in motion. They could do with a little randomisation so they don't have a synchronised robotic running animation. If they were marching then I would expect synchronised movement. Running in that fashion would be less likely.

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    Excellent devlog, and excellent UI idea, that timeline is! I'll expand on rwp's idea, though, and suggest its scale change with time scale. Intuitive!

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    14 hours ago, Lunokhod said:

    Oh dont be such a wuss... 🤢

    I wont derail a thread with a huge conversation about legitimate vs cruel violence that approaches terror tactics, but lets just say I think it looks a specific way when a woman merc castrates a male, regardless of which side they're on, and then makes jokes about it.

    Edited by ArulcoFan
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    5 hours ago, Raeven said:

    Well, at least you're not claiming that it's 'dumbed down' 🤣

    It seems like only a straight up remake would make you happy...

    It is simplified in parts but I would say ideally it would be a bit closer to JA 2, and include things like % accuracy on shots and less RPG style combat. (And yes I know its written to "shadowmagic").

    Edited by ArulcoFan
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    3 hours ago, ArulcoFan said:

    I wont derail a thread with a huge conversation about legitimate vs cruel violence that approaches terror tactics, but lets just say I think it looks a specific way when a woman merc castrates a male, regardless of which side they're on, and then makes jokes about it.

    I can't know for sure, but I suspect that voice line only plays after shooting an enemy in the groin (and possibly killing them?). If so, that would mean that mercs (male or female) only castrate their opponents when you order them to do so.

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    I am happy to finally see enemies that look more professional and wear camo fatigues (even if the urban pattern colours might have been better if switched to something more befitting the African terrain).

    I am curious about the enemies that wear any camo. Is it purely cosmetic or does it actually make them harder for your mercs to spot?

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    Thank you so much, dev team! The more I learn about Jagged Alliance 3 the more I am convinced that this is finally a worthy successor to the greatest game of all time.

    Also, this part...

    Quote

    Squads are limited to 6 mercs, but there are no limits to how many squads you can have or where you choose to send them.

    ...answered a burning question/concern I've had for a long time now, namely what the limit of active mercs is. So far, every screenshot and all footage I had seen had six or less mercs, making me fear that we wouldn't get that magnificent feeling you could get in JA2 when you invaded enemy territory with nothing less than a small army of your own.

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    On 6/15/2023 at 3:08 PM, Stuurminator said:

    I can't know for sure, but I suspect that voice line only plays after shooting an enemy in the groin (and possibly killing them?). If so, that would mean that mercs (male or female) only castrate their opponents when you order them to do so.

    This will probably not hold up in the gameplay, because it is surely the case that your merc can at times hit another body part than the one they were aiming at. This is especially true when using burst fire.

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    There has been recent questions about the militia that you recruit being all white, instead of mixed or mostly black. Why is this? The militia you recruit is from the local populace. This is their land, so it would make sense to see black people as part of your militia. Also, are they all male or will there be female militia?

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    Yes, better listen @Solaris_Wave guy, good IQ. We dont need those "vanilla faces" veterans, only cos they are white. And yes, some female militia will be good too, stop being lazy, draw some pictures, its ez.

    But i believe that only men can join "The Legion", yes, thats okay.

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    Contrary to the rest of the Army, the French Legion still does not enlist women. (Only Susan Travers was enlisted during WW2). However the "Legion" is imaginary. So it's open. It can follow the French Legion rule or not.

    I also agree with @Solaris_Wave and @Lunokhod. There should be more black people and female in militia. Apparently no black RPC too. That would have improve the immersion. I'm aware it's late though.

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    1 hour ago, Claudius33 said:

    Apparently no black RPC too.

    We dont know exactly how many RPC's in game. Pierre black. But I hope more than 4. For example JA2 had 13 RPC's + robot. And all 4 from desert island. But jungle island very big too, i dont believe no RPC's there.

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    6 hours ago, Frank said:

    Also, this part...

    ...answered a burning question/concern I've had for a long time now, namely what the limit of active mercs is.

    While the number of squads is not limited, the total number of mercs you can hire from AIM at one time is 18, according to the latest dev stream. The wording was very specific, implying that you can have more than 18 in total, likely due to recruitable RPCs in Grand Chien. So more than JA2, theoretically, but not unlimited.

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    As for the female soldiers, in JA2 Vanilla they only appeared as elites, so usually not during the first few battles. It was a nice touch because it made the elites look more special than just the dark shirts. Maybe it's similar in JA3 and we have not seen female soldiers because of that.

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    On 6/16/2023 at 6:38 PM, Frank said:

    This will probably not hold up in the gameplay, because it is surely the case that your merc can at times hit another body part than the one they were aiming at. This is especially true when using burst fire.

    Nah... They said missed targeted shots miss completely and can't hit another body part. So much for bullet trajectory simulation. Sigh...

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    Perhaps not all of u remember, but in JA2 time in game was equal to real time. So here is question. Can i start battle at night and over it at morning? And actually its important. I used this tactic in some sectors of JA2. It was tactical time managment.

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    3 hours ago, elenhil said:

    Nah... They said missed targeted shots miss completely and can't hit another body part. So much for bullet trajectory simulation. Sigh...

    That is strange, because you can hit persons other than the targeted person if they happen to be behind or in front of the target. It almost seems like it would be more work for the developers to restrict hits to the initially targeted body part.

    Unless they make it so that accidental hits always affect the same body parts as the one we were aiming for on the targeted enemy. But that too would be strange in situations where we shoot upwards (like lying prone and aiming for the head of a distant enemy) and we then hit someone standing right in front of us, it should hit their legs not their head.

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    15 hours ago, D13 said:

    That is strange, because you can hit persons other than the targeted person if they happen to be behind or in front of the target. It almost seems like it would be more work for the developers to restrict hits to the initially targeted body part.

    Strange is being nice, stupid is much more accurate. Also this is likely something we won't be able to change easily with mods but I hope it either gets changed by release or we can eventually mod it to be included.

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    On 6/15/2023 at 4:07 AM, Claypl said:

    I think that there is just one way to show online coop .. hopefully they wont write about it but show it instead!

    I'm quite interested to see how this is going to be implemented in the game.

    How about PvP? Certain amount od cash, select mercenaries, buy weapons, get thrown onto a map.

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    On 6/13/2023 at 9:40 PM, Lunokhod said:

    I thought it was Adonis Corp soldiers. They protected Ms. Lafontaine in 1st sector in game(btw love this small details that residence was attacked).

    Back to Adonis Corp — here is how JA3 is described by IGN. Maybe it is simply some kind of mistake but if not — it's pretty huge. Five "states" (factions?) and possibly even the opportunity to choose who to fight for. Corresponds well with Boyan's answer on Discord — he confirmed there are several factions and one of those is using composers surnames (Handel) as squad callsigns.

    Снимок экрана 2023-06-18 125715.jpg

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