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Showing content with the highest reputation since 09/27/2021 in all areas

  1. Going through the gameplay part of the trailer that was revealed on September 17th, there is one thing that was really bothering me and for some reason, I couldn't put my finger on it until today. I was overwhelmed with mixed feelings of excitement, surprise but also wariness and disappointment. Pretty sure most understand that. One of the "features" that reminded me why I really dislike the modern twist on turn-based mechanics, is the predictability of everything. I'll TRY to be brief (that never works for me) and I will only try and point to a few glaring issues I have when comparing what I see in the gameplay from the perspective of new vs old ja/xcom. PREDICTABILITY was the word of choice; what made this come to mind, is the dual-grenade throw of Fidel, the movement and (yet to be really proven, the overwatch features) featured in the trailer. FIDELS DUAL-GRENADE THROW Old X-Coms & JA2 had a way of hidding gameplay mechanics to make the game feel organic and "natural". Almost ANY action you take could be met with a wide range of unpredictable elements. Take for example, the grenade throwing. In Jagged Alliance 2, handling grenades was not something you'd necessarily trust Biff with. Why? Because many elements come in the way of how accurate the placement of that grenade would be. That UNPREDICTABILITY leads to you THINKING and having to MAKE A CHOICE. Is it worth it to hand over a grenade to a merc with poor strength, dexterity and agility to maybe see him fumble that grenade into a friendly merc, or completely miss his mark, maybe leaving him standing in the middle of the laughing redshirts? You NEED to pop a smoke grenade so you can go stick a regen into Raven, who's down to 1 HP. But the smoke ends up not hiding her from the laughing redshirts. Raider hates his job and you! Why did you give the task of throwing that grenade to Flo? She nearly took her eye out in the process! You took a chance. You made a willing decision and took a chance and regretted it. UNPREDICTABILITY goes WAY beyond the percentage on that chance to hit when you fire a gun. It's from taking any action, like moving, detecting a mine (or not), throwing a grenade, kicking in a door, punching a redshirt...Situations and choices that can turn to your advantage or disadvantage in a single mistake, from either side. Now, let's take the modern method of throwing a grenade; you see EXACTLY what squares will be affected, you know EXACTLY where it will land. You take away all REASONING, THINKING, GUESSING, LEARNING and CHANCE out of the equation. You already KNOW how much damage it will make, you already know everything. You lose that organic feel and "natural" feeling that comes with different people taking the same action. Fidel throws 2 grenades that show two circles that overlap in the middle.. all assumptions are that whatever enemy that overlap lands on, takes double damage. There is no skill, no learning, no experience (from your own mistakes) to corect future choices you make. Everything is calculated and handed over to you with the precision of a board game. MOVEMENT AND OVERWATCH In Jagged Alliance 2, to move, you try and calculate to the best of your abilities, the effects of moving from A to B. How is that "UNPREDICTABLE"? Because, you can be interrupted, you can spot an enemy, or you can notice something that will make you change your "plan". In modern mechanics, you KNOW where such and such enemy is, you KNOW who has an overwatch active. There is no guessing, taking a chance, no "judging" the situation. In the modern system, you know exactly up to where you can move, and you already are aware of everything around you. Nothing feels natural or organic; it's like a board game. Another feature in modern turn-based games I really dislike is the overwatch feature. This mechanic relies almost exclusively on the chance-to-hit, marksmanship or accuracy stat. You KNOW that the first enemy to step into that cone of vision will be shot at. Regardless how good that enemy is. The amount of times this feature can be abused because you can let the enemy come pile up to your overwatch cones when you feel like playing defensively. It requires no deep thought, or management. In Jagged Alliance 2, you do not know what enemy you will face, you do not always know if that enemy will avoid an interrupt or not. Higly experienced mercs have a great chance to interrupt redshirts and cheap enemies.. but less experienced mercs can and will get in precarious situations if you do not manage them properly. This UNKNOWN creates such great battles, firefights, drama and situations that in turn can come and change your plan or your strategy. Maybe you thought these last few nemeies were going to be dead easy, in turn you end up with 2 mercs on the brink of death. Now, you can either decide if you leave them behind to rest up, or take a few days break to treat them... or do you chance them on your next assault? All this UNPREDICTABILITY, all these unknown factors are part of what makes Jagged Alliance such a great game.. also why the old X-Coms need a REAL remake/remaster... wanting to shoot that enemy, but missing and taking down a support structure, watching floors crumble down. Damaging property you were supposed to NOT damage. There is nothing wrong with the predictable nature of turn-based mechanics... But Jagged Alliance is great because it contains so much unpredictability (among many of its unique features) that make this kind of game shine as a video game. What makes me a little sad from the gameplay trailer is a feeeling that instead of building on what made Jagged Alliance 2 such a unique game, they are working out how to dress up modern xcom mechanics into Jagged Alliance clothing.. ...and, no! Knowing the difference between an AK-47 and an AKM is not what makes a real fan of Jagged Alliance... that's the superficial part of the game. The core, the mechanics and the personality is what makes Jagged alliance.
    6 points
  2. I think sometimes you have to ask at the source and I asked the main CTO on the TT of the main CTO if they often visit the official forum dedicated to the game and today I got a reply (actually two answers).
    6 points
  3. Okay, here's a short summary: Title: this is the Jagged Alliance we know and love JA3 - in the author's opinion - seems to manage what countless sequels didn't: to be a true successor to JA2. They interviewed Producer Brad Logston and learned that even hardcore fans should feel relieved. The Laptop is back, it is your way of managing things. You can use video calls to interview mercs you want to hire. Mercs like Igor, Ivan, Steroid or Tex create a warm fuzzy feeling of nostalgia. Mercs will have several ways to level their skills: automatic through use or by player choice (aim and +dmg are mentioned) and some are specific to certain characters (dual wield pistols is mentioned). Leveling up makes them more expensive. Also, you can (and need to) buy weapons, armor and other things (like explosives). The preview ends right where they went into describing the campaign management. They mention that all mechanics from JA2 are there, nothing seems missing, some mechanics were updated in a good way. They are adamant that JA3 creates the true JA feeling. Target Release date: 2022 And that's it, nothing more for now. My eyes... my poor eyes. I can't believe I managed to read through it... ๐Ÿ˜ต
    5 points
  4. As long as they allow mod tools for JA3, we should see 1.13 type of mods being made for it. But for the base game, the focus should be on making the core game good, that's what's important.
    4 points
  5. With the amount of times us die hard JA2 fans have been burnt by "promises", illusions and hopes of a proper Jagged Alliance game, I think we're FAR from overreacting here! Quite the opposite, I think we've had enough of the Jagged Alliance being handled by those who have no idea WHAT Jagged Alliance is. At some point, enough is enough, if we "beat around the bush" or are constantly saying things like (we'll see, maybe it will be good).. we'll be dissapointed yet again! For once, since Jagged Alliance 2, we have a dev team that has more experience making games, and also probably a bigger budget... but they are backed by a Publisher who signed off on that Rage game... which has NO SIMILARITIES with Jagged Alliance! They used names and themes that are close, that's it! Unless fans are VERY CLEAR about what is acceptable or not, we have absolutely NO CHANCE of them making a proper Jagged Alliance game. It's a game, I realize that, I won't lose sleep or go into depression because they would release a mediocre JA game... but I sure as hell want a proper 3rd entry!
    4 points
  6. I don't know German very well but in the newest issue of GameStar, an article about Jagged Alliance 3 is to appear. I think they are very enthusiastic and full of hope ๐Ÿ™‚ Probably after Gamestar there will also come time for other services. https://www.gamestar.de/artikel/neues-gamestar-heft-ja-jagged-alliance-3-wird-wirklich-entwickelt,3374188.html
    3 points
  7. On Monday, the FAQ questions that were asked on Discord will be sent.
    3 points
  8. 7,62 High Calibre It's a buggy game, it's very stiff and clunky... but I couldn't imagine a tactical video game life without having played that game. The one you get on steam also comes with a "mod" that fixes a few issues. ..oh.. and guess what.. Magazines is far from being the only complexity to that game! When you find a roll of tape, (red or blue tape, can't remember), you can tape 2 magazines together (upside down from one another) and it is litteraly represented on screen.. and it helps with quicker reloads versus having to remove a magazine from a pouch. Every gun has it's own unique slots for equipment that can realistically fit there. You cannot fit a 4x Acog on a dragunov, because it requires a scope for the SVD sidemount. You have no rails on an SKS, but you can attach laser to barrel ends because they clamp on barrels. Stocks can be collapsed and opened. You can select the approximation amount of rounds when firing on fully auto. When your mercs have night vision mounted, you can activate it or deactivate it without removing the entire apparatus. When you activate it.. you see the world in night vision yourself. I mean, apart from the crappiest writing, stiff animations and clunky controls.. it's the best tactical game if you're into the technical side of guns. I really wish Jagged Alliance 3 would simply keep the roleplaying system from JA2.. but aim towards a slightly more accurate representation of guns, gear and tactics.
    3 points
  9. Welcome to the new home for the Jagged Alliance Community! With the recent announcement of Jagged Alliance 3, we're also excited to launch our brand new community site. Here you'll be able to interact with fans from all the Jagged Alliance games, read the latest developer posts about Jagged Alliance, and engage with each other and the developers. Many of the developers will be active on the site, reading your posts. This is YOUR community, so we hope you enjoy making new friends and discussing games. Please feel free to post any suggestions or recommendations you may have, and we look forward to getting to know everyone. Be good to one another, enjoy some fun, enlightening conversation, and help us create the best community we can!
    3 points
  10. I love JA2. I am 51, so I played Jagged Alliance 1 in law school and JA2 as a young lawyer. So I am an OG fan. But I also like new new Xcom and DOS2, as well. And both Pathfinder games... gotta take our turn-based tactical wins where we can find them.
    2 points
  11. The Announcement Trailer had a CGI short movie and some gameplay.. I'm guessing (really just a guess on my part) that they already have all the underlying mechanics in place and they are creating the different locations, details and questlines. Usually, games get a very early CGI reveal (3-5 years before release) to announce itself and create some buzz around it. Gameplay reveal usually comes when they've nailed down most elements of the game (1-3 years ?). In my own mind, I would like this to be an early-mid 2022 release, but I would imagine something closer to 2023. I think they are playing it "safe" by keeping a little quiet about this game. They must realize the game has a little bit of a cult following (yes, I am part of the Cult of Deidranna okay!!? ๐Ÿคฃ ..we hoard guns and take turns slapping someone called Elliot).. so, maybe keeping quiet is actually the better way to control the fans that would turn things too negative? After all, just that Trailer Reveal has created a stir and a buzz in the JA world.. so it doens't take much to get us going. I might be overthinking that.. and they are simply not at the stage of releasing more info as you said.
    2 points
  12. I collect and post on the forum everything that contains information about Jagged Alliance 3. Even the information that is repeated. It may also happen that one day something we didn't know about the game will come up. ๐Ÿ˜‰
    2 points
  13. The only thing we are waiting for are answers to some of the FAQ questions from Haemimont Games. This should be followed by the successive addition of DevDiary by THQ. And that's it. ๐Ÿ™‚
    2 points
  14. From my experience, the bigger the budget/project, the more restrictions are in place. They are usually placed by the publisher and not the developers. It means that every bit of info, every piece of content that is released to the public has to go through the publisher and needs official approval, as marketing and PR are part of the publishers' responsibilities. It's easier when publisher and developer are the same, like it is with Paradox, but this isn't the norm. And not the case with Haemimont and THQ Nordic; both are obviously different entities. And don't forget that it is a frustrating experience for the devs, too. They dedicated a few years of their lives towards JA3 and can't talk about it. It would drive me crazy.
    2 points
  15. I have also watched the video quite a few times.. I was a little more focused on everything after 1 minute, haha! I saved all the wallpapers/screenshots from the website to my pc and set them as slideshow wallpaper ๐Ÿ™„ So you aren't alone to be crazy ๐Ÿ˜‹
    2 points
  16. The choice of developer is a good sign, I agree that their portfolio gives me hope that we'll at the very least get something that is thought-out and not full of bugs. Good news after 20 years of mediocre attempts. Hopefully, when the magazine releases in 2 days, someone will post something about it or provide pics of it. I'd be happy to translate the whole damn thing if need be. I need to thank you too, it is rare to meet someone who can string more than a few coherent sentences together and makes me even re-think my own perspective on certain things. ๐Ÿ‘ And I will follow suit and do the same! ๐Ÿ™‚
    2 points
  17. Thank you for taking your time and giving me such a detailed answer. I must warn you, though, as I also tend to ramble when it's about something I'm passionate about. ๐Ÿ™‚ What you describe as strong points in those old games, I experienced as irritating and at times confusing. Let's take X-Com and TftD as an example: There was no fun in buying stacks of ammunition and equipping my soldiers again and again before each mission. Yes, it is more complex than a simplified inventory, but there's no challenge in that kind of complexity. It just eats time, it doesn't do anything for gameplay. True, it adds the illusion of freedom, and - like you - I actually dislike arbitrary equipment restrictions. BUT: once I got my team, roles and equipment didn't change anymore. I'd give them exactly the same things I gave them in the last few missions. As if, surprise, their class was set and their role was determined. While I always had the freedom to equip everyone as I saw fit, I chose not to. This is something that is also true for many other games btw, like RPGs (since you mentioned D:OS2), be it Baldurs Gate, Kingmaker or the newly released WotR etc. There you also level certain characters in a specific way and stick to your idea, despite all the freedom of equipment. While the idea of having a restriction might be offending, its impact on how we actually play the game is arguably small. That's what I try to say here. Inventory management and ammo shuffling aside, counting AP, varying AP costs between soldiers, unclear AP costs when moving over different surfaces, many issues with positioning, cover and line of sight etc. were also weak points that I'm glad were improved. You called that a challenge, learning from experience, a game not holding your hand. I call it guesswork and unclear communication of crucial information. It was okay in the 90s, to some degree in the early 2000s. I didn't complain because I didn't know better. But now? A game not telling you what your action actually entails is just bad game design. I don't know if you followed some of the interviews the Devs of XCOM gave. It is interesting because it shows why certain things had to change, even when great fans of the old games were part of the Dev team; fans that loved the old games as much as we do. They described that their early versions of the game had all the things you could ever ask for (meaning all the 'complexity' of the 90s). Firaxis didn't simplify things randomly, they actually struggled with their modern adaptation of clearly outdated mechanics. To the point of nearly failing the whole project, as they freely admitted. Only when they simplified things without forcing players in endless loops of trial and error (interestingly enough they also made the game give the player less exact information, to keep an element of surprise), only then did they manage to make a game that many people (including myself) found enjoyable. That Firaxis is on the right track is evident when you compare Phoenix Point and XCOM/XCOM2. Julian Gollop deserves all the praise for creating the original X-Com, but Firaxis clearly has a better understanding of how to create a good game. As I said in another thread, they managed nothing less than the revival of a dead genre and inspired other developers to make similar games. Which brings me to JA. It was a good game in its time and I greatly enjoyed it (I wouldn't be here otherwise). But it suffered from the same weaknesses that I described here. AP counting, unclear interrupt mechanic, inventory shuffling, too much trial and error and so on aren't exactly part of a good game design. That's why I'm quite happy with Haemimont implementing some of the more popular elements of modern XCOM design: The old AP count was drastically reduced, you have much clearer information about movement, attacks and cover (and three stances to choose from if you don't have any cover I think), the overwatch system is also superior compared to the old interrupt system... There's just one challenge that even Firaxis didn't manage to overcome with both of their games: combat pacing. Without strict time limits the player is rewarded for slowly crawling and overwatching everything to death. That makes combat boring. JA2 is also guilty of this very thing: waiting in the darkness, luring single enemies to you and then going for interrupts was the way to go. It was fun at first, but quickly became repetitive and boring. There was not much of a variation in mission types either. Time limits are generally disliked, but most people can't argue with the results: they forced many XCOM2 players to choose a more aggressive approach. It made engagements more dynamic and memorable, you actually had to use your skills and do some planning in advance. And that is something you can only do if the game gives you the necessary information. Looking at JA3, I think the better way would be not to punish players for failing a time limit, but to reward them for being quick. I hope JA3 will go this route. That would discourage overwatch-crawling without forcing time limits down our throats. But it is too early to comment on it, just that I'm curious what the Devs have in mind here. Looks like I couldn't resist my urge to ramble away at it. Oh well... I hope my rant didn't bore you.
    2 points
  18. I'm not one who appreciates simplification of elements in a game that can pause or wait for me to finish my turn. Quite the opposite, I rather mechanics that are a little more hidden, with many complications. I tend to enjoy games like 7,62 High Calibre, Silent Storm 2, Baldur's Gate 2, JA2 1.13 with many of the more complex options like strong suppression, weapon resting, etc.. So I enjoy the old X-Coms, mostly Apocalypse for the complexity of the game world, its factions the completely destructible environment. Having to calculate AP's and how to properly use them. Cover should be pretty self-explanatory.. I rather use logic than always wait to judge depending on the shield icon being half or full. I like games that offer me absolute freedom in how, who, when, where and with what. I would rather a game that I learn by my own mistake that I should not have run this far, because I now don't have enough AP to take a shot, instead of a game that shows me two different ranges of movement.. I'm not the brightest and most intelligent person, by far... but I do like being able to learn limits on my own. I don't need the game to hold my hand with waypoints to where I need to go or how far I can move. I want to figure it out myself. I should be able to give ANY character ANY weapon, bomb, grenade, lockpick, gear and see them fail as I see fit. I do not want imposed restrictions. Often, newer games favor simplistic action points, arbitrary rules and you feel like you have VERY limited options during combat. You can never be imaginative or TRY things for fun. Combat becomes a little tedious and inventory, gear, clothing is all very basic. I find no enjoyment in that. I won't even talk about the new-xcoms, because, eventhough I enjoyed the first time I played them, I dislike those games for how they treated the IP and I am unable to go back without feeling like it's boring me to death. Xcom 2 is a great example of limiting strategy. It's become more of a timed puzzle game that limits freedom.. so, the opposite of what I enjoy. Phoenix Point just falls short after a few hours of play.. D:OS2 has a poor story, boring characters and is so level capped that it offers little freedom how or when you approach areas. Sorry for my ramble.. I do that a lot. In short: + Complexity {I judge the pros/cons of every one of my actions} + Detail {ammunition types, magazine sizes, pouches, equipment} + well hidden mechanics {I want to judge my cover and learn from my mistakes, I want to judge how far I can move} + Well-designed maps {generated maps look and feel generated and take away from immersion because often doesn't make "sense".. or locations that are just as generic as every previous location} + freedom (I decide if I want to camp the enemy, I decide if I want to rush or take 5 hours to kill the last 2 enemies) - showing me the limits of everything I can do (I'm not so stupid I need the game to hold my hand at every turn!) - Quest pointers (same as above) - simple inventories with absolute minimum basic 2-3 items - locked abilities/weapons to classes {Silent Storm 2 compensates in other areas, so it's forgiven here, Baldur's Gate as well}
    2 points
  19. The article heavily depends on the subjective feelings of the one writing it. So, full of doubt and mistrust, I did a bit of research on the author. Here's what I found after a quick search: She is old enough (something between 40 and 50 years old) to have played the early JA games, prefers action games and RPGs (and JA has both qualities), has been for over 20 years with that particular games magazine and made it to the position of lead editor. I'd say there's a good chance that she actually played JA/JA2 back in the day, knows what made both games great and that her assessment of JA3 as true successor is justified and entirely correct. Like you, I'm also hopeful. More than with any other JA game that came after JA2. We might still be wrong and get disappointed - and I'm sure some of us will - but until then we have hope. And beer. And wine. And whisky. ๐Ÿ™‚
    2 points
  20. Please be true, please be true, please be true, please be true. Dammit, it might be the beer, the wine and the whisky but it brings a tear to my eye that just maybe we are on the right path to get a true sequel to our beloved JA2.
    2 points
  21. On the Discord, fans are trying to describe every aspect of the game, what they would or would not like. The FAQ section is established. There are people who have spent a lot of time with the game, who deeply understand it, know exactly what level of gameplay this game represents. They have the assurance that the majority is read and that the most important matters are passed on. Suddenly, one of the admins writes something like this: I still have the conviction that I must have misunderstood something, but this literally indicates, that the JA2 sequel is going to be made by people who have never played JA2 and even they don't know what version choose to play (JA2 or Wildfire or 1.13). Maybe these people do not play an important role in this entire production, but what is the point of talking to someone about JA2, who does not have the slightest idea about the JA2. But I still have hope I read something wrong.
    2 points
  22. I think they are busy implementing all the up-to-date 1.13 features. Hey, forget a 1.00 release.... just call it Jagged Alliance 3.13!!
    2 points
  23. I have given this a really long thought. What are my bare minimum requirements to accept this game as a "true" Jagged Alliance game. I have realised that I have very high demands, however; I have in the thought process scaled them down alot, since this game has to be relevant for less "1.13 hardcore" gamers aswell. Unique personalities, Buddy/Foe system. True to the "lore" established from JA and JA2. Non-linear strategic progression. Let me be able to choose what parts of the map to conquer and when and how. Tactics matter more than mercs individual skill. Perhaps one of JA2 greatest feature. No matter how experienced and what skills your mercs had you could not put them in a bad situation and expect them to come out of it thanks to their level/hit points/armour/weapons. Day/night and weather matters and allows their own pros and cons to combat encounters. Classless system. I am OK with skills like in JA2 were some mercs are specialists in certain areas and are more suitable to certain rolls than others. But not classes with a bunch of unique abilities and weapon/item restrictions like it is done in the later XCOM games. Good weapon varieties, but quality and distinct difference/utility beats quantities in my humble opinion. I do not regard real life weapon names a must since licensing rights today are fairly strict. No level-ish system for weapons, (again) look at how JA2 did it. I would also like a distinct weapon progression (again) how it is done in JA2. Starting your team out with pistols, maybe a shotgun and/or and smg and clawing your way trough sectors and finding a precious rifle with a limited amount of ammo at the early stages. AND MAKE WEAPONS SOUND F'IN SCARY BECAUSE BEING SHOOT AT IS F'IN SCARY! Turned based combat with action points akin to JA2 and do not go real time with pause. This already seems to be the way from the little gameplay we have been shown. Destructible environments. Come on it is 2021! Silent Storm had destructible 3D environments back in 2003! Modding/map tools. Look at how long lifetime games with modding tools tend to have! Maybe not a demand but a suggestion to prolong the games lifespan. For me it is more than enough if it is added after realese.
    2 points
  24. Thankyou Wigen for copying and pasting my comment from the Steam forum ๐Ÿ˜• But I will clarify what I said about Gears Tactics is that the developers of that game made an announcement and within just a couple of months if I remember correctly it was realeased, and it was relatively bug free and polished.
    2 points
  25. In my opinion, you shouldn't put so much pressure on the creators. It is worth noting that Haemimont Games, unlike other game developers that have so far created Jagged Alliance, is a very experienced studio because it has been producing games for over 24 years. Of course, any criticism is admissible, but in this situation I would not exaggerate. I think the time will come for them to share their new material with us here on the forum. I guess it's a matter of days.
    2 points
  26. Love the idea of having magazines as equipment. Haven't played it anywhere, but it fits the JA style perfectly. The actual metal holding the rounds is pretty valuable. Most guns would have just one and a spare should be a rare find to celebrate. Also it would increase the value of a merc's initial equipment. I always hated buying their original rifles and be out of bullets by the second combat sector. If I could hold on to their mags however, that would be more equipment worth keeping.
    2 points
  27. No real time stuff for me. Might have been how it worked in other titles and games, but the classic JA1/JA2 experience is what I need. It was such a perfect formula. I'd also like to see destructible environments ala Silent Storm. I'm not too bothered by weapon names, just as long as there's plenty of variety. I also super agree with the lack of classes. That would really drag the game down a few notches. I'm liking what I see so far and the cynicism I normally have with new releases just isn't there. For the first time in a long time, I'm excited for a new entry in a favourite series.
    2 points
  28. Let them release the game in Early Access. Then I would buy the game immediately, even with errors ๐Ÿ˜„
    2 points
  29. For sure there are only three possibilities: 1 - 2022 2 - 2023 3 - abandoned I vote for the first one.
    2 points
  30. I often say the same thing, and I think we're a bunch that feel the same way. But to be honest, when I REALLY think about it, I DON'T just want JA2 in a modern engine. I have played that game at least once or twice a year for the past 16-17 years. I still play it. Currently going through another game at a leisurely pace. Is that really want I want? A copy/paste of JA2 just with fancy graphics? Mmeh. I'd like to be introduced to new mercs with personalities, what happened with M.E.R.C.? Who's new at A.I.M. ? Now, I have to make it clear, I do not want ANY of the modern day social bullcrap stuff. I want characters with sexist amd racist ideas, as much among the women as the men, I want mercs that are disgusting, others that have class. I just think Buns has now retired and is helping train some mew marksman noble-blooded snob! (I like Buns). Ivan is old now, he's been in so many battles. Igor has become a veteran. South America is still misbehaving since Stephen decided to never go back. Anyways, you get the idea. I want to discover a new story, new characters, new secrets, hidden features... and don't hold my hand! Just keep the gameplay complexity! We are ready to settle for a modern engine JA2 because we've been burnt too many times.
    2 points
  31. FN P90 out of nostalgia for Stargate SG-1 FN FAL feels like a classic that needs to be in, and it's not like it'd underperform H&K 417 just love how this baby looks n' sounds n' performs...
    2 points
  32. At first, sorry for my bad english, ... I'm from Germany. One of my alltime favorite game is "Midwinter", I've played on Atari ST. I liked the dynamic map and how the enemy army slowed down, as you destroy a importand supply site of the enemy. I'm allways wanted a game, that combined the tactic combat of Jagged Alliance 2 and the strategic gameplay of Midwinter.
    2 points
  33. 1.) MG 42 / MG 3 2.) Colt Python 6''/ 8'' 3.) Winchester lever action
    2 points
  34. Sure its nice and is another dimension for development, but it pushes the game into XCOM direction, building in base facilities and so. Alternative implementation may be the idea behind a "strike commander" base, to have some conversations with the mercs and may be some interesting missions and locations, based on such interactions, so different mercs might add some different content, as long as we have a main char.
    2 points
  35. In my opinion Devs will not contribute to the forum, perhaps only to provide information about some updates or progress with the game. I think they reading mostly everything for sure and maybe gathering the best ideas and solutions. It's their money, their licence, their game and they will create their own vision of this game. Every previous version: Back in Action, JA Online, Flashback and Rage ended the same way. No matter what and where we said or wrote, each of these games were made by Devs vision. The question is: It will be different this time? I do not think so. I remember what was happening on the forums when Ja Back in Action and JA Online were building. If Devs were not contributing on the forum at that time and wasting time to ansering mostly on every question and topic, then we would have many more additional features in these games.
    2 points
  36. I`m Past 60 and I can`t wait for ja 3 so yes ETA is importent. Love Ja - Ja2
    2 points
  37. I don't care the ETA, i care about the game quality.
    2 points
  38. All I want is a JA2 on a more modern engine, is that to much to ask. I agree lets hope this game gets it right.
    2 points
  39. 1 point
  40. Here you go, the closest possible translation of that part: You hire mercs for a certain period of time; the longer it is, the more money they want. Throughout the game their skills improve, automatically as well as through specific selection of certain generally useful (more dmg, higher precision) and character specific talents (use two weapons at the same time). But the higher a mercs level is, the bigger their weekly costs get. This is a bit tricky, since you need your money to also buy equipment like weapons, armor and explosives. To answer your question, there's absolutely no indication that you direcly buy skills with money. However, indirectly any new skill will increase the weekly costs, so skills do cost money.
    1 point
  41. Respecting the forums Topic is a good thing; good idea! Laws in Sweden are somewhat strict I would say. If it can help ppl be sensible and if it really helps lower crime, then I guess it's a fair trade. It's just unfortunate that it seems to have the bigger impact on our "type" of gun user; I enjoy guns for the mechanical aspect, the "fireworks" and simply fun plinking. Our Laws here in Canada aren't exactly the same... but they are a little strict as well. I'll also try to be brief. You have to pass the Canadian Firearms Safety Course (CFSC) for the class of permit you want. If you pass, you can then apply for a Possession and Acquisition Licence (PAL) We have 3 classes of permits; - Non-Restricted - Restricted - Prohibited NON-RESTRICTED includes most rifles and shotguns. These usually have more of the hunting/sporting look, although there are quite a few exceptions. Course is a 1 day Handling and Safety Course RESTRICTED includes Handguns and other guns with a barrel shorter than 47cm or 66cm for rifles that could be folded (or reduced to that size and still functional). Course is a 1 day Handling and Safety Course PROHIBITED is pretty much any automatic or handguns with extremely short barrels, like a snub-nose, a 32 calibre round (why .32 ? no one knows!) and other sawed-off weapons, like a sawed-off shotgun that would have a stock but very short barrel. I'm not certain what the requirements are to own this class, but it is reserved to military, museum collectors and very specific occasion.. you do not really have your "commoner" with this permit (unless you're a business owner who handles these types of firearms). ========== These "restrictions" are VERY odd in Canada, because they often take firearms and reclassify them over time.. usually towards a more restrictive nature. It is often done by the "look" of the firearm. If someone in the government believes a certain rifles looks too militaristic, it will fall into the Restricted or even Prohibited classes. As a Non-Restricted permit owner, I can own an SKS, KAR98, Mini-14/30 and pretty much many surplus bolt-action/semi-auto military rifle, but I could not own an M14 unless I gave in my application for Restricted firearms. Then you have rifles like ANY of the variants, clones, copies of the SVD, Tiger.. Russian, Chinese... those are Prohibited for some VERY odd reason, why? It makes no sense, because the 7.62x54r is a very cool round that you can buy in quantity from surplus and all.. but you can have a Mosin-Nagant with it. There is also an extremely odd regulation on magazine size. For any centerfire rifle, you cannot have a magazine/clip that can hold more than 5 rounds. My SKS has the internal magazine welded with a stopper that doesn't let it take more than 5 rounds (even if you noticed the loading clips have 10 (that's just for ease of inserting the rounds). So no hunting rifle, semi-auto, bolt or otherwise can accept more than 5 rounds. Now the strange part is that doesn't apply to rimfire (.22 and its derivatives).. I can have a Ruger 10/22 with a 100round drum mag, no problem. It also doesn't apply the say way to pistol caliber rounds. So let's say the Beretta CX4 Storm is a Non-Restricted firearm, but I can use the 10 Round magazines with it, even though it is a centerfire rifle. As long as it isn't a pistol, I can use the mag capacity of the pistol in a rifle with the Non-Restricted permit. Oh, and this capacity restriction, doesn't apply to Shotguns. You can load whatever you want in a Shotgun. Now, that is the "easy" Non-Restricted PAL. The Restricted becomes complicated in the sense that there are very heavy regulations. One you have passed your course, you must enroll into a club to be able to buy and shoot handguns (and other Restricted firearms). You have to be part of that club for however long you want to maintain your permit. When you want to go shoot your Restricted firearm, you have to register that day with the RCMP to have it approved. So as I am driving to the Range (indoor/outdoor), I would not be allowed to stop anywhere in between my home and the range. No drive-thru restaurant, no banking, no picking up groceries. Then, you can also be randomly selected to be visited by an RCMP agent who will inspect how you have your firearms secured at home, they must be locked behind two doors.. so your front door and another locked door (you cannot simply put a lock on your wardrobe, it has to be a secure thing, like a gun cabinet). In any case, the courses are the easy part. A weekend and you can easily have both the Non-Restricted and Restricted courses passed. It's simply a matter of how to securely handle firearms... and for ppl like us (you seem like a sensible person), gun handling and security is often almost "natural". Even when I used to play airsoft, before ever having a firearm permit, I would never put a finger on a trigger.. always pointed the muzzle in a safe direction.. the basics really. They also teach you different types of firearm mechanical functions, parts and calibers.... ....if you've played Jagged Alliance 2 and you've become anything like us, you almost know more than the teacher ๐Ÿ˜ (and I am saying that as a joke.. many of the teachers have taught Law-Enforcment personel). In any case, I live in the city, so unfortunately with the lockdows we've had I simply haven't been shooting as much in the last couple years. I haven't even been since the re-opening of everything really. Here in my city of Montreal, firearms aren't well regarded by the general population.. so you take great care not to scare anyone, or else the problems with the law after would be a nightmare. Anyways, hope that wasn't too boring.. but somehow I doubt talking gun laws is boring to a gun nut.. ANY reason to talk guns is a good reason! I'll take a look at those models you mentionned... maybe you can post some pics.. this is the RIGHT topic after all! I also own a pump 12-gauge..
    1 point
  42. Canuck eh? Must say I love the Trailer Park Boys and Red Green's inventions are awesome! But god damn I hate your country when it comes to hockey! ๐Ÿ˜‚ Congratulations to passing the test! I guess we have derailed this topic enough Godspeed, so I made a new one over in the Off Topic Section were we can discuss guns and whatnot. ๐Ÿ™‚ Since this is a JA forum I guess there are more gun nuts lurking around.
    1 point
  43. Nothing wrong with being skeptical. I am starting to feel like that old pipe smoking man on his poarch who rants at todays young'uns about the good old days of gaming. I mean what is the worst case? They botch this game and we go back to play 1.13 for another 5,6,7 years untill the next idio... suicida... I mean OVERLY optimistic game studios have a try at the franchise. ๐Ÿ˜‚
    1 point
  44. LXant, my man! "Ones own surveys are better than others opinions". I WANT to belive that counts for something in todays "gaming climate". Someone who remembers how games (in most cases) used to be. Before it became the industry we see today. There was a passion that many developers (in my opinion) has lost along the way. Hell, I remember when EA was considered to be a good studio! True true, got my guns aswell... and I guess the cat to... course the wife now that I think about it...
    1 point
  45. 1 point
  46. I feel younger thinking about CS pre-source engine!! Apart from "online" back when I found the bear's pit and 1.13, I had never even heard of anyone I knew who even had knowledge of that game. I myself had picked that game up from the discount bin in very early 2000's. Chances are a heavy gamer might have a fleeting memory of a magazine article, or a demo? I had figured if we like our comments on the videos, the comment becomes more popular, maybe helping find other JA players in those comments. ๐Ÿ™„ to think of trying to gain traction for JA3 by commenting about JA2 on YouTube. What's wrong with us? ๐Ÿคฃ
    1 point
  47. I posted a comment on this video:
    1 point
  48. Sure its nice and is another dimension for development, but it pushes the game into XCOM direction, building in base facilities and so. Alternative implementation may be the idea behind a "strike commander" base, to have some conversations with the mercs and may be some interesting missions and locations, based on such interactions, so different mercs might add some different content, as long as we have a main char. This is not such a bad idea @Acid! I know this is just us discussing this without knowing any of the the devs plans.. so I'll see it as a what-if?.. For Jagged Alliance 3, I could see something like a Forward Operating Base (FOB), or some kind of mobile camp setup where it's kind of a central location you can invest some ressources into setting up (but not moving it too often, you have to do it with logistics and ressources in mind). You know, for example, if I refer to the JA2 map.. it would be nice to have a very small convoy-type thing, where you carry whatever troops you want.. it's a good "safe" area they can rest, heal up and where you can keep ammunition, mortar shells, radio communication for artillery or medical evacs in combat... One thing I always found about JA2, is that I always want to find a few mercs that act pretty much as mules. They simply carry stuff... but it feels slightly unrealistic. Anyways, I'm certain you can all come with variations on this.. but like @bhaa said, I'd also rather it not be a base like in xcom... I don't want to "repair,, dig, "build"... I want to simply have some logistical problems to keep in mind while I am not in combat.
    1 point
  49. Thanks @Wigen! Great news! I don't have any social media stuff so I had hopes someone could reach out to some official channel. Thanks again for you Twitter-sleuthing!
    1 point
  50. I liked to put my team in the middle of village and start blood bath. But you are right, the game need more complicated AI.
    1 point
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