Kagetenshi
Aug 11 2006, 11:40 PM
There were indeed rules for throwing the dagger, though it was not listed as a "throwing dagger" per se.
~J
Wounded Ronin
Aug 14 2006, 10:25 PM
Well, I've started using NightOps more and it's amazingly powerful, IMO. Using Shadow with nightvision all by his lonesome with a suppressed Mac 10 loaded with FMJ .45 ACP I can kill like five to ten guys. The heaps and heaps of broken dead mercenaries from the beginning of my game seem all the more ridiculous now considering how uber a single NightOps guy can be. Now I can see why there are a lot of guides floating on the internet on how to fill out the IMP survey to give you a NightOps main merc.
I've actually almost finished the game now, I think. I've captured every city except for Meduna, Balime, and that one on the bottom left side whose name I forgot. On the other hand, I can't get any more mercs from AIM because of my record involving bulldozer heaps of broken dead mercs. So we'll see if I finish the game successfully or not.
Either way, I'm really looking forward to the next time around.
SL James
Aug 20 2006, 07:31 AM
QUOTE (SL James) |
I'm stalled until sometime after Gencon (it would be right after Gencon, but there were scheduling conflicts with Players). After that, yeah, come on over. |
Just a quick FYI update: Gaming in my private campaigns has resumed.
Kage, if you want you can join with a couple other people who are trying to kick start their SR gaming experience. I'm probably going to do at least one diceless RP-intensive (downtime-ish) game to compensate for the massive battle (in SR terms) in another campaign.
Wounded Ronin
Aug 20 2006, 09:36 PM
The moderate level of crash to desktop bugginess actually destroyed my JA2 campaign in the very last stages. This is how it happened: I didn't have enough LAWs and mortars to destroy all of the armor in all of the final Meduna sectors of the game. Thinking that since most of the opposition was destroyed anyway I could simply sneak a team in past the sector with armor and into the final sector to assassinate Deidranna I slipped a nightops team through a still active sector to the Deidranna's palace sector.
It turned out that I needed a LAW or some dynamite to get in through the front gate. I had neither. It was pretty frustrating to be stopped by a locked gate but that's exactly what happened.
I then decided to slip my team back out of the sector past the active sector and into a cold sector again so they could pick up the heap of LAWs I'd ordered from Bobby Ray's. The game won't let you do time compression while you have personnel in an active sector so I had to do this to continue with the game.
So, guess what happened.
The game kept crashing to desktop whenever my team crossed into the airport sector. Each and every time. And all of my save slots ended up being in the two active sectors. There was now literally no way to win.
This would have really made me unhappy, except for two things.
1.) Actually, towards the end of the game I wasn't able to win without restoring save games anyway, since casualties were really shooting through the roof. I decided to start restoring saved games just to see the ending while acknowledging to myself that I'd "lost" in the sense that had I just played it as it went I would not have succeeded in finishing the game. This made me a bit philosophical about it. Sure, I couldn't see the ending, but then again I wasn't winning in the sense that I orignally set out to try and win the game in (without restoring a save whenever something bad happened), so my not seeing the ending anyway was sort of justified on a philosophical level.
2.) I had managed to download a large mod for JA2 with expanded realism and a greatly expanded array of all kinds of weapons to choose from. It's the so called 1.13 mod and I found it on that mod database website. I was actually really itching to install the mod and try it so after my original JA2 game messed up I immediately installed the mod and began playing it. The mod has been wonderful and I urge everyone to download and play it. This mod brings a lot of things into play that JA2 vanilla really needed, like actual 200 round external magazines for light machineguns, more logically consistient representation of various calibers, submachineguns being faster to aim and fire than rifles, bomb disposal armor, flash suppressors, Bobby Ray's actually having a credible military inventory from the beginning of the game, and a whole lot of other loving detail.
It still has that great JA sense of humor, too. A lot of the new items have really funny product descriptions when you see them at Bobby Ray's. For example, the mustard gas entry says something to the effect of, "Military use of mustard gas is illegal under the Geneva Convention. Sold for pest control use only!", when it's a 40mm grenade. It gave me a mental image of the Orkin man showing up with a M79 and giggling madly as he bombards your house from 2 blocks away with 40mm mustard gas grenades.
Ed_209a
Aug 21 2006, 03:42 AM
I am playing JA2 again, largely because of this thread, and I like the JA 1.13 a lot.
I recommend it to anyone who liked the original.
Crusher Bob
Aug 21 2006, 06:53 AM
Unless they've fixed it, you can take care of the tanks by beating them to unconsciousness and then stealing their guns. Just crawl up next to then, stand up, and go all kung-fu on them. After they are KO'ed, just use the 'grab' action like you would use to take the gun of an unconscious enemy. Trying to fire the tank cannon casues a crash though.
Also, there are two entrances to the palace, you can go in the front door, or in a secret entrance in the garden(?), but to open the sercet entrace you need a radio transmitter thingy(?) that you get from the military base(?). Don't remember all the details.
Wounded Ronin
Aug 21 2006, 10:03 PM
QUOTE (Crusher Bob @ Aug 21 2006, 01:53 AM) |
Unless they've fixed it, you can take care of the tanks by beating them to unconsciousness and then stealing their guns. Just crawl up next to then, stand up, and go all kung-fu on them. After they are KO'ed, just use the 'grab' action like you would use to take the gun of an unconscious enemy. Trying to fire the tank cannon casues a crash though.
Also, there are two entrances to the palace, you can go in the front door, or in a secret entrance in the garden(?), but to open the sercet entrace you need a radio transmitter thingy(?) that you get from the military base(?). Don't remember all the details. |
Wow, never would have thought of the radio transmitter thing. I wonder if people ever figure these things out on their own, or if they only get them from walkthrus and FAQs, because personally I probably never would have figured out the radio transmitter thingie.
Beating up on the tanks is hilarious. It's another one of those things I probably never would have figured out. Evidently the programmers never thought of it either. That's very anime; martial arts that are more powerful than a mortar shot.
Playing 1.13 I decided to find out if you could create a one man army character who would be capable of tearing apart all the easy enemies in the beginning of the game alone in the tradition of Rambo. My idea was that if you didn't spend any money on hiring mercs and instead spent all of your starting resources after taking the Meduna airport on good weapons and gear from Bobby Ray's you might be able to capture the first 2 or 3 cities with only one character and Ira.
I made a custom merc named John Mullins with specialties in Stealth and Nightops, and I maxed out every physical stat except for Strength which was at 70 or so. I got rid of Mechanical and brought Explosives and Medical down to 35 and I pumped Marksmanship up to 85. Since it's 1.13 John Mullins got to start with a suppressed MP5KA4 and he was pretty much able to pull a Soldier of Fortune II and take the whole of Drassen with only the help of Ira. Very Rambo: First Blood Part II, really. Then I blew 40,000 dollars at Bobby Ray's to get a suppressed MSG-90A1 with cold-loaded glaser rounds (since in the beginning of the game the enemies don't have armor), a heap of breaching charges, lots of grenades, some camoed armor, and a simililar loadout for Ira. I'll see how long the game is amenable to being SoFII'ed by the archetypal one man army.
Incidentally, I noticed that if you only have one or two characters on your team the enemies always ask you to surrender. I wonder if it would be possible to create some kind of uber martial arts character in chargen, send that character in alone, surrender with the first battle, and then be able to assassinate Deidranna at the prison.
Austere Emancipator
Aug 21 2006, 10:56 PM
QUOTE (Wounded Ronin) |
MSG-90A1 with cold-loaded glaser rounds |
And this is a realistic mod? Augh.
Wounded Ronin
Aug 21 2006, 11:01 PM
QUOTE (Austere Emancipator) |
QUOTE (Wounded Ronin) | MSG-90A1 with cold-loaded glaser rounds |
And this is a realistic mod? Augh.
|
IIRC the mod designer said that while he was trying to be more realistic than the original JA2 at the same time he wasn't going for "total realism", or something to that effect. It's written on his website somewhere.
mfb
Aug 21 2006, 11:02 PM
well, it's a 'realistic' mod.
Wounded Ronin
Aug 21 2006, 11:15 PM
QUOTE (mfb) |
well, it's a 'realistic' mod. |
It's certainly *more* realistic than the original JA2. It's hugely more realistic in that they implemented basic things like 200 round magazines for LMGs and fatigues that actually have camo on them, and laser sights that don't magically work at unlimited range.
mfb
Aug 21 2006, 11:40 PM
true. it's just that there's a lot of wiggle room in 'realism', y'know? for instance, compared to just about any other game out there (certainly any other squad combat game i'm aware of), JA2 is pretty realistic out of the box.
Charon
Aug 21 2006, 11:40 PM
JA2, like JA, has a weird difficulty curve.
It's damn easy in the beginning, even at the highest difficulty level. After the incredibly easy two first towns (the desert one and the one with the airstrip) it becomes somehwat challenging but not overly so for the rest of the game, whether you are killing bugs underground, cleaning the military town or whatever.
That is, until the last town. Boom, the difficulty shoots through the roof. Same thing with JA. Well, you do have a sense of accomplishment when you finish it!
The Add-on Unfinished Business solved that problem : It's damn tough from beginning to end. There is no difficulty curve whatsoever! That campaign ended brutally with me still hoarding 5 LAWs and various high end items that could have made my life a lot easier if I had used them. I just didn't realize I was reaching the end ; it seemed business as usual!
In JA2 I used the assault team + pack mules and training machines combo like many. A good tactic is to save money early on when the going is easy by hiring subpar merc. The custom merc (who turns into an elite sniper very fast) plus a few cheap but competent merc are enough early on. Preferably mercs with good WIS that might become very good by the end. Then for the last maps you just go nuts and hire all the superstars you can get your hands, you order as much equipment (mostly explosive stuff) and then you start tossing all the grenades, mortar, LAWs, quick healing syringe and such that you have hoarded.
It's not that tough to finish the game if you really break out of the ambush/sniper/sneaky/tactical mind frame and start tossing grenades around every corner before advancing toward the end. But this assume that you have a large stockpile by then, of course.
Crusher Bob
Aug 22 2006, 07:43 AM
For easter eggs, there's also the remote controlled robot merc but you have to jump through all sorts of hoops to get him.
Arethusa
Aug 23 2006, 02:00 AM
QUOTE (Austere Emancipator) |
QUOTE (Wounded Ronin) | MSG-90A1 with cold-loaded glaser rounds |
And this is a realistic mod? Augh.
|
There are obvious... problems. Like, well, that one. But there is no comparison to the original.
It is an enormous improvement.
Wounded Ronin
Aug 23 2006, 02:57 AM
One thing I'm really liking about 1.13 is how it's actually possible to be totally unharmed when shot if your armor is good enough. I like it because in most games, perhaps to improve gameplay somehow, armor never totally stops a round.
I was playing 1.13 last night and had the experience of a bad guy shooting my custom merc several times at close range with a handgun and having my custom merc take no damage because he was wearing a zylon vest with trauma plates. Likewise, I found that you can shoot an NPC who is wearing a kevlar vest repeatedly in the torso with glaser rounds and nothing bad happens to him at all except he grunts. I love that, I really do.
Generally speaking, it's only in the fan mods where armor actually works like it is supposed to in strategy and FPS games. Games that go from a programming studio to market always want to not make you totally invulnerable to handguns for some reason, or they do something stupid and decide that .357 magnum rounds are "the" specialty armor piercing handgun round.
I still remember the tutorial quote from Soldier of Fortune I: "A shotgun won't do squat against armor, but a magnum will do wonders!"
EDIT: I was a bit frustrated, though, because I couldn't seem to get breaching charges to work. I'd go up to a locked door, press the explosives button, and there'd be a small explosion and a breaching charge would be gone from my inventory. However, the door would stay locked. Wasn't this implemented yet, or do the breaching charges rely on your Explosives skill or something crazy like that?
EDIT 2: By the way, here's the actual formula they use for calculating the effect of your round given the armor that is present on the thing being hit in the 1.13 mod:
http://ja2v113.schtuff.com/guide_to_the_ne...pes_of_ja2_1_13
Austere Emancipator
Aug 23 2006, 02:35 PM
Well, now I pretty much have to try it. I'm changing ammo descriptions, damage ratings, etc. so my head won't explode (no Glasers, thankyouverymuch, and no P90s doing more damage than full-size 5.56x45mm ARs), but on the whole, just from going through the xml's, it seems pretty nice. Final verdict comes when I finally start up the damn thing.
Butterblume
Aug 23 2006, 03:02 PM
Now i am really tempted to play that game again...
Critias
Aug 23 2006, 03:33 PM
You people are really making me want to try this thing out.
Austere Emancipator
Aug 23 2006, 06:02 PM
The dude who wrote this needs to get a life. I already fixed the most glaring stuff with the ammo, twiddled a bit with the armor, and now I'm going through the weapons (SMGs in 9x19mm take more AP for semi-auto fire than handguns in the same caliber?!) -- but there are 918 (nine hundred and eighteen!) separate firearms in this game! I even had to check 2 of them with Google, this thing has just too fucking many Russian SMGs that nobody cares about!
Or maybe it's me that needs to get a life...
Arethusa
Aug 23 2006, 06:08 PM
You should
contact them about the errors you've found. I've seen a small handful of weird things, myself (folding stocks making your weapon ready faster but les accurate? wtf?), but mostly, it's ridiculously detailed. I think they'd welcome your advice.
And hell, I'd welcome your finished .xmls.
Wounded Ronin
Aug 23 2006, 10:25 PM
QUOTE (Austere Emancipator @ Aug 23 2006, 01:02 PM) |
(SMGs in 9x19mm take more AP for semi-auto fire than handguns in the same caliber?!) |
I think that the rationale is that the pistol is quicker to point at the target and squeeze off a shot whereas since the SMG is a bit longer it takes just a little bit longer to align your sights and squeeze off the shot.
My understanding is that they raise AP costs for things that are longer and heavier and lower them for things that are smaller and lighter.
By the way, when you're done with your critique I'd be super delighted if you could send me your external files. I'll paste them over the default 1.13 files and play t3h r34l version.
Quick realism thought:
Should the chemical weapon of choice in this game really be mustard gas? According to wikipedia mustard gas is tasteless and odorless and the symptoms emerge hours after exposure. Is there some other gas that would better simulate immediate incapacitation and heavy direct damage if you don't have a gas mask?
In contrast to what I just read, in "All Quiet On The Western Front" mustard gas makes people die right away. I actually am not sure what the truth is regarding mustard gas since I'm getting what appears to be conflicting information.
PBTHHHHT
Aug 23 2006, 10:29 PM
QUOTE (Wounded Ronin @ Aug 23 2006, 05:25 PM) |
In contrast to what I just wrote, in "All Quiet On The Western Front" mustard gas makes people die right away. I actually am not sure what the truth is regarding mustard gas since I'm getting what appears to be conflicting information. |
You mean, read, right?
Maybe the author had used mustard gas when he meant some other nastier stuff used in ww1 like chlorine or phosgene?
Wounded Ronin
Aug 23 2006, 10:32 PM
QUOTE (PBTHHHHT @ Aug 23 2006, 05:29 PM) |
QUOTE (Wounded Ronin @ Aug 23 2006, 05:25 PM) | In contrast to what I just wrote, in "All Quiet On The Western Front" mustard gas makes people die right away. I actually am not sure what the truth is regarding mustard gas since I'm getting what appears to be conflicting information. |
You mean, read, right?
Maybe the author had used mustard gas when he meant some other nastier stuff used in ww1 like chlorine or phosgene?
|
Well, I meant in contrast to what I had just written in my own above paragraph, but maybe "read" would have been more clear. I'll edit that promptly. Thanks.
EDIT: AE: While you're editing the files, do you think it would be a good idea to change the text string "mustard gas" wherever it occurs to "chlorine gas"?
EDIT 2: Here's a good overview of chlorine gas:
http://www.emedicine.com/emerg/topic851.htmQUOTE |
The immediate effects of chlorine gas toxicity include acute inflammation of the conjunctivae, nose, pharynx, larynx, trachea, and bronchi. Irritation of the airway mucosa leads to local edema secondary to active arterial and capillary hyperemia. Plasma exudation results in filling the alveoli with edema fluid, resulting in pulmonary congestion.
|
You could justify the massive direct damage on the grounds that the gas causes sufforcating/respiratory damage, which will probably kill you right quick:
QUOTE |
In animal models of chlorine gas toxicity, immediate respiratory arrest occurs at 2000 ppm, with the lethal concentration for 50% of exposed animals in the range of 800-1000 ppm. Bronchial constriction occurs in the 200-ppm range with evidence of effects on ciliary activity at exposure levels as low as 18 ppm. With acute exposures of 50 ppm and subacute inhalation as low as 9 ppm, chemical pneumonitis and bronchiolitis obliterans have been noted. Mild focal irritation of the nose and trachea without lower respiratory effects occur at 2 ppm.
|
EDIT 3: Wow, a historical account of chlo-ownage!
QUOTE |
During the morning of 22 April the Germans poured a heavy bombardment around Ypres, but the line fell silent as the afternoon grew. Towards evening, at around 5 pm, the bombardment began afresh - except that sentries posted among the French and Algerian troops noticed a curious yellow-green cloud drifting slowly towards their line.
Puzzled but suspicious the French suspected that the cloud masked an advance by German infantry and ordered their men to 'stand to' - that is, to mount the trench fire step in readiness for probable attack.
The cloud did not mask an infantry attack however; at least, not yet. It signalled in fact the first use of chlorine gas on the battlefield. Ironically its use ought not to have been a surprise to the Allied troops, for captured German soldiers had revealed the imminent use of gas on the Western Front. Their warnings were not passed on however.
The effects of chlorine gas were severe. Within seconds of inhaling its vapour it destroyed the victim's respiratory organs, bringing on choking attacks.
|
QUOTE |
Plainly something terrible was happening. What was it? Officers, and Staff officers too, stood gazing at the scene, awestruck and dumbfounded; for in the northerly breeze there came a pungent nauseating smell that tickled the throat and made our eyes smart. The horses and men were still pouring down the road. two or three men on a horse, I saw, while over the fields streamed mobs of infantry, the dusky warriors of French Africa; away went their rifles, equipment, even their tunics that they might run the faster.
One man came stumbling through our lines. An officer of ours held him up with levelled revolver, "What's the matter, you bloody lot of cowards?" says he. The Zouave was frothing at the mouth, his eyes started from their sockets, and he fell writhing at the officer's feet. "Fall in!" Ah! we expected that cry; and soon we moved across the fields in the direction of the line for about a mile. The battalion is formed into line, and we dig ourselves in.
|
Geeeze. Freakin' hardcore.
Austere Emancipator
Aug 23 2006, 10:48 PM
QUOTE (Wounded Ronin) |
My understanding is that they raise AP costs for things that are longer and heavier and lower them for things that are smaller and lighter. |
I understand that that's what they're doing, but it doesn't make sense. Once the weapon is pointed in the right direction (it has been Readied), the main thing to consider with the shooting AP cost is how much work is involved in re-acquiring the target after the first shot. With a 9x19mm SMG, such as an MP5A4, this is extremely quick -- there is practically no work involved there -- hence the AP cost for firing it should be very, very low, even if the Ready AP cost is significantly larger than that of a handgun.
I'm currently just dropping all 9mm (and .40 S&W) handgun firing AP costs to 3 and the same for all 9x19mm MPs and SMGs. I also fiddled with the accuracies and ranges a bit (some Russian GPMGs were more accurate than the M16A4), tuned all the autofire shots/AP rates to 1/150rpm cyclic (so AKs are 4, MP5s are 5, the MAC 10 is 8, etc.) and changed Autopenalties/Burstpenalties as I felt necessary. Now I'm just going to change the Impacts (damage ratings) -- currently at VSS Vintorez, which I decided isn't worth more than M855 Ball out of 20" barrels since it is, after all, firing a round-ish nosed subsonic 9mm round.
There's just so much I
could do with the grenades, like getting rid of the stupid "vacuum stun" grenades and replacing them with offensive/concussion grenades, tweaking with all the damage ratings and blast radii, etc. If I ever bother to do that, I'll be sure to Find/Replace Mustard with Chlorine.
Oh, right, one more thing to do: modify stack limits to allow for basic military loadouts.
Wounded Ronin
Aug 23 2006, 10:52 PM
One more realism related thought, as long as we're making the mod more realistic.
I think that grenades need to be a lot more powerful. As the game is written right now grenades are highly unlikely to kill anyone even if they land right next to them. Furthermore, it seems like if you throw a grenade and it directly hits a character it dosen't detonate, which is extremely strange. AE, would you consider beefing up the damage caused by grenades?
Hand in hand with that, I think that whatever the threshold is for showing bloody dismemberment needs to be lowered. I'm pretty sure that if a grenade lands at a person's feet and explodes they should be ripped in half. But as it is in game right now only dead bodies explode into gore if you grenade them, which of course dosen't make sense.
The same goes for decapitation. I haven't figured out what causes decapitation in game but very rarely if you shoot someone in the head their head explodes. However, shouldn't head exploding be a pretty consistient thing once you start headshotting with lapua magnum rounds and larger? Would it be possible to change the decapitation parameters to make it more likely, or is that data not in an external file?
Just for flavor, another quote from that memoir:
QUOTE |
A detonation like thunder, and I inhale the filthy fumes of a 5.9 as I cringe against the muddy bank. The German heavies have got the road taped to an inch. Their last shell has pitched on our two M.G. teams, sheltering in the ditch on the other side of the road. They disappear, and all we can hear are groans so terrible they will haunt me for ever.
Kennison, their officer, stares dazed, looking at a mass of blood and earth. Another crash and the woman and her cottage and water jars vanish and her pitiful washing hangs in a mocking way from her sagging clothes line. A bunch of telephone wires falls about us. To my bemused brain this is a catastrophe in itself, and I curse a Canadian Sapper beside me for not attempting to mend them.
He eyes me vacantly, for he is dead. More and more of these huge shells, two of them right in our midst. Shrieks of agony and groans all round me. I am splashed with blood. Surely I am hit, for my head feels as though a battering-ram has struck it. But no, I appear not to be, though all about me are bits of men and ghastly mixtures of khaki and blood.
|
See, for realism, the game should have more "ghastly mixtures of khaki and blood".
hyzmarca
Aug 23 2006, 10:55 PM
Cyanogen chloride or hydrogen cyanide would probably be better than mustard gas or clorine, depending on the effects of the weapon. Chlorine is most deadly in enclosed spaces and in low-lying areas due to it being heavity than air.
But, if one wants to go with military leetness rather than realism, mustard gas does sound cooler than the alternatives.
QUOTE |
An HCN concentration of 300 parts per million in air will kill a human within a few minutes. The toxicity is caused by the cyanide ion. The mechanism of this toxicity, and the uses of the poison, are described in the Cyanide article. Hydrogen cyanide (under the brand name Zyklon B) was perhaps most infamously employed by Germany's mid-20th century Nazi regime as a method of mass-execution. Hydrogen cyanide is now listed under schedule 3 of the Chemical Weapons Convention. |
Wounded Ronin
Aug 23 2006, 11:03 PM
QUOTE (hyzmarca) |
Cyanogen chloride or hydrogen cyanide would probably be better than mustard gas or clorine, depending on the effects of the weapon. Chlorine is most deadly in enclosed spaces and in low-lying areas due to it being heavity than air.
|
This is what it does in game:
Each character has hitpoints, which are reduced by damage and which is derived from the character's attributes. The hitpoints are protected to varying extents from things like bullets by the armor you wear. So it's your basic concept of hitpoints.
Each character also has stamina, which some people call "breath". Stamina goes away when your character runs, swims, or does something difficult at a rate which is affected by injury level and encumberance. If your stamina score gets very low your character cannot move and cannot shoot and just kind of lies there helplessly. In the 1.13 mod you may lose stamina when shot even if your armor totally or mostly protected your hitpoints.
In the original JA2, "mustard gas" would rapidly take away both your stamina AND your hitpoints. For all intents and purposes, if your character wasn't wearing a gas mask he would be immediately incapacitated by losing most of his stamina as soon as a gas cloud reached him. Most unprotected characters would die in 2 or 3 combat turns from "mustard gas". Even if your character got gassed for one turn and then you had him put on a gas mask he would stop taking damage but he'd already be pretty badly injured and he'd also probably be incapacitated because his stamina would already be quite low.
That's why I think that chlorine gas would be better. The incapacitation would represent the debilitating coughing and choking that inhaling a lot of chlorine gas would entail.
Incidentally, I'm not sure if in the 1.13 mod "mustard gas" still incapacitates you. I haven't tested it yet.
QUOTE |
But, if one wants to go with military leetness rather than realism, mustard gas does sound cooler than the alternatives.
|
That's probably what it was. I got the feeling that nobody, not even the 1.13 mod people, really studied gasses.
Shrike30
Aug 23 2006, 11:09 PM
As far as "cool sounding" goes, I always thought phosgene had the best name.
Wounded Ronin
Aug 23 2006, 11:23 PM
QUOTE (Shrike30) |
As far as "cool sounding" goes, I always thought phosgene had the best name. |
Yeah, but a lot of people hadn't heard of it. *I* hadn't really heard of it till today. On the other hand, I'm pretty sure everyone's heard of mustard gas.
Butterblume
Aug 23 2006, 11:29 PM
I just remembered the feat in Fallout which let enemies die in a more horrible fashion
.
BTW, Fallout: Brotherhood of Steel has a similar combat system. Equipment management sucks, though, and the game is at times ridiculously difficult.
When I am at it, Syndicate from Bullfrog was a real cyberpunk game
.
Wounded Ronin
Aug 23 2006, 11:35 PM
QUOTE (Butterblume) |
I just remembered the feat in Fallout which let enemies die in a more horrible fashion .
BTW, Fallout: Brotherhood of Steel has a similar combat system. Equipment management sucks, though, and the game is at times ridiculously difficult.
When I am at it, Syndicate from Bullfrog was a real cyberpunk game . |
Yeah, but Fallout was really really unrealistics. I see JA and Fallout as being opposites. Fallout is big on role playing and really low on realistic firearms; it's all about shotgun blasts to the head shaving off only a few hitpoints and M60 machineguns doing less damage per hit than M249s. JA, on the other hand, especially with these mods, is more about being relatively light on the role playing and being more big on the tactical battle.
JA2 also has the nice feature of having plenty of guns that aren't necessarily designed to go in a stepladder manner from better to worse. Fallout, on the other hand, had a lot of guns, but they were more obviously arranged so that each one would be better or worse than another. Going through equipment in Fallout was more like climbing a Dragon Warrior style EQ totem pole. That actually irritated me.
hyzmarca
Aug 23 2006, 11:43 PM
QUOTE (Wounded Ronin) |
QUOTE (hyzmarca @ Aug 23 2006, 05:55 PM) | Cyanogen chloride or hydrogen cyanide would probably be better than mustard gas or clorine, depending on the effects of the weapon. Chlorine is most deadly in enclosed spaces and in low-lying areas due to it being heavity than air.
|
This is what it does in game:
Each character has hitpoints, which are reduced by damage and which is derived from the character's attributes. The hitpoints are protected to varying extents from things like bullets by the armor you wear. So it's your basic concept of hitpoints.
Each character also has stamina, which some people call "breath". Stamina goes away when your character runs, swims, or does something difficult at a rate which is affected by injury level and encumberance. If your stamina score gets very low your character cannot move and cannot shoot and just kind of lies there helplessly. In the 1.13 mod you may lose stamina when shot even if your armor totally or mostly protected your hitpoints.
In the original JA2, "mustard gas" would rapidly take away both your stamina AND your hitpoints. For all intents and purposes, if your character wasn't wearing a gas mask he would be immediately incapacitated by losing most of his stamina as soon as a gas cloud reached him. Most unprotected characters would die in 2 or 3 combat turns from "mustard gas". Even if your character got gassed for one turn and then you had him put on a gas mask he would stop taking damage but he'd already be pretty badly injured and he'd also probably be incapacitated because his stamina would already be quite low.
That's why I think that chlorine gas would be better. The incapacitation would represent the debilitating coughing and choking that inhaling a lot of chlorine gas would entail.
|
Sounds like Chlorine would be more accurate.
Wounded Ronin
Aug 23 2006, 11:50 PM
QUOTE (hyzmarca) |
QUOTE (Wounded Ronin @ Aug 23 2006, 06:03 PM) | QUOTE (hyzmarca @ Aug 23 2006, 05:55 PM) | Cyanogen chloride or hydrogen cyanide would probably be better than mustard gas or clorine, depending on the effects of the weapon. Chlorine is most deadly in enclosed spaces and in low-lying areas due to it being heavity than air.
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This is what it does in game:
Each character has hitpoints, which are reduced by damage and which is derived from the character's attributes. The hitpoints are protected to varying extents from things like bullets by the armor you wear. So it's your basic concept of hitpoints.
Each character also has stamina, which some people call "breath". Stamina goes away when your character runs, swims, or does something difficult at a rate which is affected by injury level and encumberance. If your stamina score gets very low your character cannot move and cannot shoot and just kind of lies there helplessly. In the 1.13 mod you may lose stamina when shot even if your armor totally or mostly protected your hitpoints.
In the original JA2, "mustard gas" would rapidly take away both your stamina AND your hitpoints. For all intents and purposes, if your character wasn't wearing a gas mask he would be immediately incapacitated by losing most of his stamina as soon as a gas cloud reached him. Most unprotected characters would die in 2 or 3 combat turns from "mustard gas". Even if your character got gassed for one turn and then you had him put on a gas mask he would stop taking damage but he'd already be pretty badly injured and he'd also probably be incapacitated because his stamina would already be quite low.
That's why I think that chlorine gas would be better. The incapacitation would represent the debilitating coughing and choking that inhaling a lot of chlorine gas would entail.
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Sounds like Chlorine would be more accurate.
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That's what I was thinking. Furthermore, from a game balance/eq perspective, the gas mask (which is supposed to be a Russian or Chinese knockoff of that drinking straw gas compatible gas mask which was used by the US in Gulf War Number One) is supposed to make your characters unharmed by gas attacks.
If you were using deadlier gasses which supposedly are able to penetrate filters that would mess up the game balance. As long as it's "only" chlorine gas the original game balance can be preserved since the gas mask item remains effective.
Arethusa
Aug 23 2006, 11:52 PM
Seriously, go to their boards, tell them what you're doing and why it should be that way. This belongs in the next release.
Butterblume
Aug 23 2006, 11:57 PM
QUOTE (Wounded Ronin) |
Fallout is big on role playing and really low on realistic firearms |
The second part is true, but Fallout Tactics isn't a RPG, it is a really hard squad based combat game.
I bought UFO: Enemy Unknown and XCOM: Terror from the deep at low cost. I would play XCom 3, if I had the time (Its abandonware now).
I bought JA2 as soon as it was published, and didn't regret it
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Shrike30
Aug 24 2006, 12:05 AM
X-Com 2 is reportedly ridiculously hard.
See, it went like this: X-Com 1 had this bug that would reset your game difficulty to the easiest setting after you finished your first mission. This bug went undetected.
X-Com 2 was made, and part of the thinking behind it was "let's make it harder than X-Com 1, because we've got all these players saying "Uh, guys... this game is really not that hard, even on the highest level of difficultly."
Later on, the bug in 1 was discovered and patched... but 2 had already been made, and is pretty brutal.
X-Com: Apocalypse (X-Com 3) is a game I could never get into, for which I blame the UI and the level of micromanagement involved. My brother loved it, though. Try playing it in realtime... the game changes noticeably in terms of how it plays (including the ability to use two guns at once, and being able to airburst grenades if you want).
Wounded Ronin
Aug 24 2006, 01:12 AM
QUOTE (Austere Emancipator) |
QUOTE (Wounded Ronin) | My understanding is that they raise AP costs for things that are longer and heavier and lower them for things that are smaller and lighter. |
I understand that that's what they're doing, but it doesn't make sense. Once the weapon is pointed in the right direction (it has been Readied), the main thing to consider with the shooting AP cost is how much work is involved in re-acquiring the target after the first shot. With a 9x19mm SMG, such as an MP5A4, this is extremely quick -- there is practically no work involved there -- hence the AP cost for firing it should be very, very low, even if the Ready AP cost is significantly larger than that of a handgun. I'm currently just dropping all 9mm (and .40 S&W) handgun firing AP costs to 3 and the same for all 9x19mm MPs and SMGs. I also fiddled with the accuracies and ranges a bit (some Russian GPMGs were more accurate than the M16A4), tuned all the autofire shots/AP rates to 1/150rpm cyclic (so AKs are 4, MP5s are 5, the MAC 10 is 8, etc.) and changed Autopenalties/Burstpenalties as I felt necessary. Now I'm just going to change the Impacts (damage ratings) -- currently at VSS Vintorez, which I decided isn't worth more than M855 Ball out of 20" barrels since it is, after all, firing a round-ish nosed subsonic 9mm round. There's just so much I could do with the grenades, like getting rid of the stupid "vacuum stun" grenades and replacing them with offensive/concussion grenades, tweaking with all the damage ratings and blast radii, etc. If I ever bother to do that, I'll be sure to Find/Replace Mustard with Chlorine. Oh, right, one more thing to do: modify stack limits to allow for basic military loadouts. |
Hardcore freakin' awesome! I can hardly wait.
mmu1
Aug 24 2006, 01:13 AM
QUOTE (Wounded Ronin) |
One more realism related thought, as long as we're making the mod more realistic.
I think that grenades need to be a lot more powerful. As the game is written right now grenades are highly unlikely to kill anyone even if they land right next to them. Furthermore, it seems like if you throw a grenade and it directly hits a character it dosen't detonate, which is extremely strange. AE, would you consider beefing up the damage caused by grenades? |
Not all grenades are fused to explode on impact.
They're also nowhere near powerful enough to dismember someone, providing they're not actually lying down on top of the grenade as it explodes - and even then, I'd bet against it.
If one goes off literally at your feet, then anything other than instant incapacition is rather unlikely (you have a non-trivial chance of not dying on the spot, but will get shredded), but once you start putting any distance between the grenade and its victim, the lethality drops dramatically.
Wounded Ronin
Aug 24 2006, 01:29 AM
QUOTE (mmu1) |
QUOTE (Wounded Ronin @ Aug 23 2006, 06:52 PM) | One more realism related thought, as long as we're making the mod more realistic.
I think that grenades need to be a lot more powerful. As the game is written right now grenades are highly unlikely to kill anyone even if they land right next to them. Furthermore, it seems like if you throw a grenade and it directly hits a character it dosen't detonate, which is extremely strange. AE, would you consider beefing up the damage caused by grenades? |
Not all grenades are fused to explode on impact.
They're also nowhere near powerful enough to dismember someone, providing they're not actually lying down on top of the grenade as it explodes - and even then, I'd bet against it.
If one goes off literally at your feet, then anything other than instant incapacition is rather unlikely (you have a non-trivial chance of not dying on the spot, but will get shredded), but once you start putting any distance between the grenade and its victim, the lethality drops dramatically.
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Thanks for the info regarding grenades. I appreciate it greatly.
What I was saying about the grenades not exploding when they hit someone is that for some reason they don't explode at all. That's why it's so odd.
In any case, I posted a topic about this over on The Bear Pit, just so that they know that we're having a discussion about their mod. The URL of my post over there is
http://www.ja-galaxy-forum.com/cgi-bin/ubb...c&f=42&t=000366
Grinder
Aug 24 2006, 07:51 AM
QUOTE (Wounded Ronin) |
See, for realism, the game should have more "ghastly mixtures of khaki and blood". |
OT: whenever I read diaries of WW1 survivors, I'm thank God that I never ever will be in the same situation. War sucks, no question, with WW1 being the most brutal example of it.
Arethusa
Aug 25 2006, 03:36 AM
We should really take a roll call of the people here who would be interested in getting involved over there. They've done a lot of good work, but when it comes to knowing about small arms and tactics, they really need the help.
Austere Emancipator
Aug 25 2006, 11:53 AM
Any opinions on whether body armor should be repairable, and if so how difficult should it be? For realism, of course, I'd rather make all of it non-repairable, but that might make Bobby Ray's business a bit too profitable...
hyzmarca
Aug 25 2006, 12:44 PM
Well, you can repair some ceramic trauma plates by shoving a couple of new ceramic balls in and covering up the hole. I wouldn't trust one if I had a choice, but it is better than nothing, certainly.
Austere Emancipator
Aug 25 2006, 02:14 PM
Any particular designs, or did you see this mentioned not directly linked to specific types? The only impact photos I've seen do not suggest easy repair -- either they look like
this, or they're fractured, or the front part is completely frayed out and the back is dented as in that image.
Arethusa
Aug 25 2006, 06:06 PM
Is there a way to set it to non reparable on Realistic but leave it reparable on Sci Fi?
Austere Emancipator
Aug 25 2006, 06:23 PM
Umm, I don't think so. I think that only switches between a few strategic things, ie. the bugs (and something else?). All the basic data is the same.
In the meanwhile, 5.56x45mm and 7.62x51mm Glasers became Mk 262 Mod 1s and Sierra MatchKings (as opposed to generic, low-quality HPs), respectively, while the cold-loaded Glasers for the same became M995s and M993s, and ammo weights were changed to be as accurate as I could manage without going full-out Google on all cartridge, magazine and belt clip weights.
I'll hold on doing anything to the armor until I've (or someone else has) thought it through.
[Maybe this should be moved to General Gaming?]
hyzmarca
Aug 25 2006, 06:49 PM
QUOTE (Austere Emancipator @ Aug 25 2006, 09:14 AM) |
Any particular designs, or did you see this mentioned not directly linked to specific types? The only impact photos I've seen do not suggest easy repair -- either they look like this, or they're fractured, or the front part is completely frayed out and the back is dented as in that image. |
Only those plates which consist of a hollow shell filled with tightly-packed ceramic balls, of course.
http://www.tacticalshop.com/index.asp?Page...PROD&ProdID=159QUOTE |
Constructed of both Dyneema and AL203 Alumina Ceramic balls, which gives the plate a multi hit capability of approx 20 shots per 10x12 plate (if 30mm between the shots).
These plates will never break and will withstand extreme violence. They are repairable the same way you repair walls. (clean the strike hole, replace the ceramic ball and plaster the area...) |
Arethusa
Aug 25 2006, 06:57 PM
QUOTE (Austere Emancipator) |
Umm, I don't think so. I think that only switches between a few strategic things, ie. the bugs (and something else?). All the basic data is the same.
In the meanwhile, 5.56x45mm and 7.62x51mm Glasers became Mk 262 Mod 1s and Sierra MatchKings (as opposed to generic, low-quality HPs), respectively, while the cold-loaded Glasers for the same became M995s and M993s, and ammo weights were changed to be as accurate as I could manage without going full-out Google on all cartridge, magazine and belt clip weights.
I'll hold on doing anything to the armor until I've (or someone else has) thought it through.
[Maybe this should be moved to General Gaming?] |
Certain items do get replaced or swapped out on realistic, though. Rocket rifles, XM25s, etc are only available on Sci Fi. You might be forced to make copies of the armor items with the reparable trait changed and just swap in place on Realistic, but I don't know.
And, actually, I think once we get a few people here interested (Ronin, Critias maybe, a few others?), we should move this over to The Bear's Pit.
Austere Emancipator
Aug 25 2006, 07:08 PM
hyzmarca: Ah, ok. Well, I don't know. If all the parts for the repair have to come from a Tool Kit, the repair still couldn't be done. But that is a pretty good excuse for keeping the degrade rate of the ceramic plates quite low (certain not at 100% as it is in the 1.13 files).
QUOTE (Arethusa) |
Certain items do get replaced or swapped out on realistic, though. |
That I didn't know. I'll have to check how that happens, and how difficult it would be to copy/paste new instances of armor in all the tables.