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CatsPaw

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  1. 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?
  2. Yes, it's hard to talk about something you've never seen. But if we assume that this is really the heir to Jagged Alliance 2 released 20+ years later, then of course the mechanic's groove must be. There must be a system of suppression from enemy shots, possibly less aggressive than in 1.13, hits should affect the abilities of all characters. I believe that the game should inherit the original. JA3 has no right to be superficial. After all, Jagged Alliance 2 at one time was a progressive game that used the latest developments for that time. Just why then call it by the name of this legendary series, because it is clear that a lot of older fans of the game immediately after the release will write a lot of negative reviews if they feel deceived. I think that if the developers had called the subsequent released remakes of ja 2 somehow differently, their rating would have been much higher. Jagged Alliance 3 is a heavy duty.
  3. GODSPEED,thanks for the answer. Yes, of course I played 1.13. I was satisfied. I agree with you that you should not transfer reality into the game completely, since in reality it is hard work, and the game is only entertainment. But I wanted to hear from the community to what extent it is worth bringing reality into the game. As for the camera, of course a free camera is the best option, but I would like the option with a camera distant from the character to be available. I also agree with damage-absorbing sponges. And speaking about the distance of the shot, I even more had in mind the distance at which the average NPC will start shooting at the PChar with different weapons. In my opinion, if this is a sniper, then from position "1", if a submachine gunner is somewhere between positions "1" or "2", if he is armed with a pistol, then from a position between "2" and "3" (although in reality, run to convergence in a straight line is a bad option, but unfortunately all bots are guilty of this). I am far from game design, but I think that somewhere in the code the percentage of hits after which the bots start shooting at the enemy is spelled out, and in many games this percentage is too high, which makes the bots go for a risky approach.
  4. Small clarification: Attached a screenshot with notes where "3" is a close distance, "2" is an average distance, "1" is a long distance, "PChar" is a conditional position of a player, “NPC” is a conditional position of an enemy. Thank you in advance for your answers.
  5. Hello to all community members. I'm glad Jagged Alliance has gotten another (hopefully this time really the heir to the original) sequel. I looked at the screenshots of the future game posted on the site - an order of magnitude higher than the original. I can only congratulate the people in charge of the graphics. If these are really screenshots from the game, and not pictures drawn by artists, then this is what the continuation of Jagged Alliance 2 deserves. I especially liked the 11th screenshot, where Ivan, Vicki and Buns are standing in the center of the village. Everything is great. I caught myself thinking that I want to see just such a scale in the game, both in combat mode and outside. I even fantasized a little about how I would clean up this sector. And as a result, the question arose about the optimal shooting distance. In many tactical games I was annoyed to see how all the battles take place but at a very short distance. If in urban conditions this is still understandable, then in open areas it looks at least strange. People armed with automatic rifles and machine guns approach each other until a pistol shot. As a result, the battles are very fleeting, and out of 10 bullets fired, about 8 hit the enemy. In practice, in collisions in open areas, the distance is quite large and hitting 2 bullets out of 10 is an excellent result, if we are not talking about snipers. I understand that in practice, almost any hit to the center of mass takes a person out of the battle, and in the game the characters constantly absorb a lot of hits with the possibility of continuing the battle. In my opinion, due to the fact that battles take place at a very short distance, the very tactics of the battle suffers. It boils down to a banal head-to-head shootout. The player does not need to make any flanking maneuvers, because in this case the player understands that a winning tactic is the concentration of all the trunks from one place to the point to which the opponents are running. In this case, the very atmosphere of the battle is lost, there is no need for planning and tension from the battle. Which is not very good for a tactical game. I am very interested in what you think about this. I ask community members to answer the following questions below: 1. What do you think should be the default scale of the game, should the camera be far enough away from the character, or do you want a closer view of the camera to the character? 2. What should be the combat distance for different types of weapons (pistols, automatic rifles, sniper rifles)? 3. What percentage of hits would you like to see on the average character? 4. How many hits should the character withstand, and what should be the consequences of hits? Attached a screenshot with notes where "1" is a close distance, "2" is an average distance, "3" is a long distance, "PChar" is a conditional position of a player, “NPC” is a conditional position of an enemy. Thank you in advance for your answers.
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