GODSPEED, In general, the developers have a difficult situation. On the one hand, the generation of people under 35, to whom the name Jagged Alliance does not really mean anything, on the other generation of people over 35, who are ardent fans of the series. For success, and this is coverage of two audiences, developers need a kind of revolution in the genre. But if you make the game a complete copy of the mechanics that were exclusive to the original game, it will only be popular with 35+. If you make a copy of XCOM2, many 35+ will write negative reviews as a game that did not meet expectations, but younger players have already gorged themselves on these products.
In my opinion, we need a "tactical game" in the full sense of the word, but they are not on the market now. The game is in real time and with real weapons, without blasters, magic and undead. You need a game with deep mechanics, and deep mechanics do not always mean difficulties for users. I don’t understand when they say that 20 or 100 action points is difficult. Always the question for whom is it difficult? If the character is under fire and, as a result, he has fewer of them, what is the difficulty? This is an objective reality. Or does someone doubt that an overhead machine-gun burst will not force him to press himself into the ground? If the character ran 20 meters from one cover to another in the sprint mode, will he really keep his breathing and this will not affect the shooting accuracy in any way, at least for 1 or 2 moves in turn-based mode? Or if he was wounded in the arm or leg, because it should somehow affect the character. I find this difficult for developers, not for players regardless of age. It is the developers who ask themselves whether the time spent is worth the amount of sales. Due to my age, I myself play only a few games, one of them Starcraft 2, this is where the really complex mechanics are, the economy in which the amount of minerals and gas is calculated to one, where the whole procedure is scheduled down to a second and per minute for a normal result you need to click on the keyboard more than 100 times, a good result is from 250 - 300 times. So for some reason there it is much easier for 14-18 year olds to do it than 35 year olds. But we will of course be told that it is difficult for the younger generation, they are not ready to deepen the mechanics. But this is not the case. And JA3 is a tactic, and deep mechanics are a must, just a must. We need a good animation of suppression from enemy shooting, animation of the damage received and the consequences of them (possibly in the form of icons above the character), etc. and then the players will have no difficulties. Yes, you also need a game with beautiful graphics (on the screenshots it already exists, once again I express my gratitude to the people responsible for the graphic part), you need a free world in the game, you need deep characters, you need everything that was in JA2, taking into account that the new game is coming out significantly later 1999. In my opinion, the deepening of the mechanics of the game with an adequate interface is "a kind of revolution in the genre" since there are currently no such games.
This is, of course, if the budget of the game meets our expectations from the game.
What do you think about the deepening of the mechanics?