Moderator: Rangers
Full Auto wrote:-Turn based tactical combat similar to X-Com/JA2 a must (tactical map, friendly fire, line of sight, fog of war, cover, thrown weapons, indirect fire, scouting, stealth and interrupts). Add quick combat option for trivial combats (Wizard's Crown had a quick combat option and you better be a lot better then opponents if you use it)
Full Auto wrote:-no energy weapons/powered armor; end game gets boring with same gear. A nice variety of firearms and combat armor type body armor at end game would be fine. Maybe end game enemies have some powerful sci fi stuff (that you have to use tactics to overcome) but you cannot loot/use it.
Full Auto wrote:-varied weapon types (pistol, SMG, shotgun, grenades, hunting rifles, assault rifles, carbines, sniper rifles, anti-tank weapons, etc...) with a few different weapons in each type. Pistols should end up as back-up weapons.
-varied armor types and armor for different parts of the body. A scout may have light body/head armor and no armor on their legs. A close range assault character would have heavy body armor head to toe.
Full Auto wrote:-customizable gear (scopes, suppressors, ceramic plates, laser sights, bayonet, etc...) Skills should influence customization choices
-gear should show on characters - someone in combat armor would look different then someone wearing a leather jacket
Full Auto wrote:-skills should influence conversations - for example if someone has a really high medical skill they could tell if an NPC is lying about an injury/disease
Full Auto wrote:-ability to customize characters for particular roles (scout, sniper, heavy weapons, engineer, combat medic, rifleman, etc...) Have perks available once a character gets to a certain level in a skill. So not only are characters differentiated based on skills/skill levels but there are different skill level based perks they can take.
Full Auto wrote:-allow looting of all enemy gear (that survives combat) but inventory is limited to what characters can carry (weight and size limited). All gear left would be radioed in to get picked up and sent back to base. After a few days game time the gear would be available at Range Base
Full Auto wrote:-Base Building - having the base as almost a develop-able PC would be great. Maybe even have base subject to attacks and you have to defend it at certain points. Choices of dealing with quests/NPCs should affect base development.
Full Auto wrote:-cumulative and cooperative skill checks (if two characters have demolitions skill the chance to disarm a bomb is slightly higher)
Full Auto wrote:-at least one NPC slot reserved for a 'pet'. You know - like a giant tamed mutated rat or a super-intelligent rad scorpion. Friends don't always walk on 2 legs.
Full Auto wrote:-somewhat realistic character creation and development. No 1 intelligence, 1 charisma, 10 str, 10 agil guys. Maybe have recruit archetypes (survivalist, soldier, medic, scout, engineer, etc...) to select at start. I'm not sure I want classes but I don't like min/maxing. Maybe separate skills by type (weapons, athletics, fine motor, technical, etc...) and as characters level up they get points to spend in each type.
Woolfe wrote:Full Auto wrote:-somewhat realistic character creation and development. No 1 intelligence, 1 charisma, 10 str, 10 agil guys. Maybe have recruit archetypes (survivalist, soldier, medic, scout, engineer, etc...) to select at start. I'm not sure I want classes but I don't like min/maxing. Maybe separate skills by type (weapons, athletics, fine motor, technical, etc...) and as characters level up they get points to spend in each type.
I really dislike Archetypes in this sort of game. But I understand what you are talking about. I don't disagree, I just don't see how to easily avoid some degree of minmaxing.
Full Auto wrote:-no energy weapons/powered armor; end game gets boring with same gear. A nice variety of firearms and combat armor type body armor at end game would be fine.
Maybe end game enemies have some powerful sci fi stuff (that you have to use tactics to overcome) but you cannot loot/use it.
-allow looting of all enemy gear (that survives combat) but inventory is limited to what characters can carry (weight and size limited).
Full Auto wrote:-Turn based tactical combat similar to X-Com/JA2 a must (tactical map, friendly fire, line of sight, fog of war, cover, thrown weapons, indirect fire, scouting, stealth and interrupts). Add quick combat option for trivial combats (Wizard's Crown had a quick combat option and you better be a lot better then opponents if you use it)
Full Auto wrote:-cumulative and cooperative skill checks (if two characters have demolitions skill the chance to disarm a bomb is slightly higher)
Aldereth wrote:Full Auto wrote:-cumulative and cooperative skill checks (if two characters have demolitions skill the chance to disarm a bomb is slightly higher)
Specifically, I am not as against power armor and sci-fi weapon. I am more against the "power creep" near endgame.. I think the problem lies not in the gear but the endgame play balance.
BlackGauntlet wrote:Since I started playing arcade games in the 70's, does that make me a more decorated veteran?
Drool wrote:Full Auto wrote:-no energy weapons/powered armor; end game gets boring with same gear. A nice variety of firearms and combat armor type body armor at end game would be fine.
Something's still gonna be the best. You've just switched "the best" from evocative things like Ion Beamers and Mason Cannons to mundane things like assault rifles. Not really an improvement, especially when high tech is already canon.
Harpo wrote:I would like to see these. But I also want some attention being put towards the role play spoiling fact that all characters in the squad have no incentives whatsoever to wear anything else. There should exist as many reasons to choose equivalent armor such as kevlar armor, standard military armor and such. It would both look silly and totally spoil all characterization if my entire squad is turned into 7 laser rifle carrying metal cans.
Harpo wrote:There should exist as many reasons to choose equivalent armor such as kevlar armor, standard military armor and such.
Drool wrote:I see it being pretty linear.
Harpo wrote:Drool wrote:I see it being pretty linear.
Which is a flaw, in my eyes, introduced when RPGs where carried over from pen & paper onto computers, when the game master who could account for advantages and disadvantages in the blink of an eye, was replaced by limiting game mechanics that restrict the role playing aspects of gear.
So 1 bit of Armour is the best for a straight up fire fight, but maybe another bit of armour gives you more stat bonuses, for less protection. Or just different stat bonuses. Another bit of armour is better against Energy weapons, but doesn't work well against explosive etc.
Enclave wrote:I don't want combat to be taking forever and a day and if we get this kind of combat then it simply will. The thing about games like Jagged Alliance is that the games are ALL about the combat and thus having a deep engrossing combat system works. This isn't all about the combat though, it's about the story.
UniversalWolf wrote:Enclave wrote:I don't want combat to be taking forever and a day and if we get this kind of combat then it simply will. The thing about games like Jagged Alliance is that the games are ALL about the combat and thus having a deep engrossing combat system works. This isn't all about the combat though, it's about the story.
It's perfectly possible to have both. In fact having both would make it one of the best games ever.
Harpo wrote:...it is absolutely manageable to have tactical combat alongside other game elements (like story) and still have it work really well.
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