Help - Search - Members - Calendar
Full Version: Jagged Alliance 2 is how I want my SR combat to be
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2, 3, 4, 5, 6
Wounded Ronin
Well, I'm back in the USA for about a month for my vacation. A while back, I'd asked on a thread here on DSF for some good late 1990s games, and some people suggested Jagged Alliance 2. Since then I got a cheap copy off of amazon.com and have really been enjoying it. In fact, even though I hadn't seen JA2 until recently it happens to run a lot like how I like my SR combats to run, with a heavy emphasis on positioning regarding both cover but also trying to arrange your team so that at any given time you have as many people as possible firing at one enemy instead of having several enemies all firing at your one teammate who is a little bit ahead of the others.

One aspect of the game which is different from SR but which I actually like is how a lot of shooting takes place over long range and how in many cases rates of hitting as opposed to missing are a lot lower than in SR. In the first place that's more realistic, but secondly it adds another layer of strategy regarding resource management, since your team goes through a lot of ammunition which you need to keep them supplied with. Although I understand how for a pencil and paper game it would be more tedious to make tons of rolls in combats where most of the rolls miss, I was always a little bit annoyed on how a shadowrunner could possibly go through an entire combat-heavy campaign without even burning through two full Predator magazines. After all, historically, the management supplies was always one of the most difficult task that military commanders needed to manage. If SR teams needed to worry more about managing ammunition and medical supplies, wouldn't that be more realistic, more challenging, and also make contacts more important? All of a sudden, SR3s 2 free level 1 contacts would be less of a blowoff because there would always be prudence in having extra sources for your basic medical supplies.

So, I just wanted to thank the people who recommended JA2 to me because not only is it a fun game but it made me think a little bit about additional dimensions I could consider exploring in the future in pencil and paper games.

Incidentally, I really loved the cheap-o MERC site where you could hire cheap and incompetent mercenaries because it was so funny, and I ended up hiring many of the cheap mercenaries with the intention of training them up with the good mercenaries. Unfortunately, many of my cheap mercenaries got blown away from a single "bad" round of combat. Poor Flo. rotfl.gif
jklst14
I love this game and have played through it three times. While major combat could be time consuming, I always found it to be very satisfying. If I could have my SR combats run like JA2 fights, I'd be very happy.

JKL

PS: Loved all the mercs. Even Biff, Flo and Ira smile.gif
Calvin Hobbes
It's all about Mad Dog. "I'm here, I ate every bug on the way. They were many."
Neruda's Ghost
All time favourite game!

Love the ability to adjust the realism of the game too (like the sci-fi bug hunts)

Partial to Shadow, Lynx and Fox myself.
mmu1
I'm a big fan as well - and have played it through multiple times - but there's one thing about it that absolutely drove me up the wall.

That'd be the blatant enemy "cheating". I have no problem with the game manipulating things behind the scenes to make the AI opponent sufficiently challenging - just as long as it is not, at every turn, glaringly obvious.

In JA and JA2 the worst example of this was the way enemies would repeatedly and consistently hit your guys at distances that far exceeded the effective ranges of the weapons they were using - often making accurate shots despite concealment and cover - but the accuracy of your mercs would drop dramatically in identical circumstances (which was in accordance to the rules), and it'd sometimes seem like tree branches and trunks were made out of some magical substance that drew your bullets towards them and away from the enemies seeking cover behind them.

I suppose it did encourage more tactical play, but for all the wrong reasons, and could be maddening on some of the maps without much cover.

Another was the ability of the enemies to keep on fighting effectively (virtually unimpeded) when injured - again, something none of the player's mercenaries were capable of.
You'd sneak up on a bad guy, shoot him twice in the head from 20' away with carefully aimed shots, and end your round, only to have him turn around, and shoot you three times - at which point, your merc would lose half his health and action points, and probably miss if you tried to continue the exchange.

Again, it could be gotten around if you always moved your guys in teams (and I virtually always did) but it always felt absurd to me to have to bring two guys to sneak up on someone and shoot him in the back of the head - because you needed 3 or 4 bullets to make sure, a lot of the time. sarcastic.gif

Still, the game did have a "sweet spot" where the balance of your forces vs. the enemies felt just right, and the combat was tactical, and quickly decided if you managed to hit where they weren't looking. It's just too bad the feel wasn't maintained throughout.
Wounded Ronin
QUOTE (jklst14)
I love this game and have played through it three times. While major combat could be time consuming, I always found it to be very satisfying. If I could have my SR combats run like JA2 fights, I'd be very happy.

JKL

PS: Loved all the mercs. Even Biff, Flo and Ira smile.gif

You know, I'm not really experienced with the game, so maybe I'm dead wrong, but it seems to me like Flo could end up being a good character because she has a high WIS. It would seem that you could just keep her in training for an incredibly long time until her stats got really good and then you'd have a dirt cheap mercenary with pumped up stats.

I suppose that you'd have to mathematically figure out the opportunity cost of that training (the fee of whomever trains Flo who you're removing from action, as well as the cost of Flo while she sucks), though, to know how much you were really paying out for a pumped up Flo.

Anyway, I was going to try that out but then she died, so oh well.
jklst14
QUOTE (Neruda's Ghost)
Partial to Shadow, Lynx and Fox myself.


Fox has some great lines... "In position and available, as always..." biggrin.gif

QUOTE (Wounded Ronin)
You know, I'm not really experienced with the game, so maybe I'm dead wrong, but it seems to me like Flo could end up being a good character because she has a high WIS.


I usually used Flo to train militia but you're right that a high wisdom helps a lot.
Supercilious
http://www.abandonia.com/games/en/38/UFOEn...nemyUnknown.htm

Mention of Jagged Alliance 2 brings this old gem to mind, PC version still costs money (wow, that says something) but the DOS version is freeware now.
mfb
personal favorite is Grizzly. that man is a god damn man.

QUOTE (mmu1)
I'm a big fan as well - and have played it through multiple times - but there's one thing about it that absolutely drove me up the wall.

That'd be the blatant enemy "cheating". I have no problem with the game manipulating things behind the scenes to make the AI opponent sufficiently challenging - just as long as it is not, at every turn, glaringly obvious.

hm. i think i remember some frustrations along that line when i first started playing. i pretty much got it licked, though. the secret is not to think tactically, it's to think strategically. ideally, you want your enemies to come to you, on ground you control. so, for one thing, try to do most of your fighting at night, especially once you start getting night vision goggles. what you do is, move into an area and set up a nice crossfire. then send out a sneaky guy with good perception to stir up the bad guys. once you've got 'em riled, run your sneaky guy back to the ambush point. the bad guys will follow, and your emplaced mercs can take them apart. basically, don't allow the bad guys to get a shot off; that way, you don't have to worry about their accuracy.
Arethusa
I agree with mmu1. When it was nice, it played really well, but mainly, it was just frustrating for very preventable reasons.

It was also laughably and often frustratingly unrealistic most of the time. Rather strange, considering how much I'd heard about it being realistic, and I would have assumed someone would make a realistic tactical squad level game by now. I tried out some JA2 modding briefly, but working around in that engine was frustrating at best and cripplingly infuriating more often.
Crusher Bob
I had the best luck with a night ops squad: Spider, Dr Q, Stephen, Raven. If you are lucky enough to get a mian charater with the night opsx2 advantage, you can quite often kill entire partols by yourself, you just need guys to follow you around and pick up the loot.
mfb
don't forget Blood, for the night ops. throw a knife into somebody's head from behind, you can one-shot them.

as far as realism, i don't know of many games that are more realistic.
Arethusa
This reminds me of my recent attempt to like Brothers in Arms, the most realistic shooter ever.

Complete with extremely realistic inability to hit anything with a rifle at ten feet.
Crusher Bob
Hmm? I had no real problem hitting things in Brothers in arms. But isn't that the game that didn't have crosshairs for 'hipshots'? Since the computer can't give you kinestetic info about where your wepon is pointed, it need to give you the cross hairs.
Arethusa
I didn't use crosshairs, but with iron sights, I couldn't keep a rifle on target from ten feet away. 100m shots were laughably out of the question.

Likewise, pistols that were out of range across the street in JA2 were... frustrating.
Crusher Bob
Wasn't this the game with the 'steady breathing' key? The rifles still wobbled some, worked better if you were crouched, etc. Holding a rifle stead in the standing unsupported position is kinda hard.

Well, plenty of editors ofr JA2. Personally I reduced a lot of 'gamish' weapon stats, increased range by around 50% and made most weapons available from the begining of the game biggrin.gif
Austere Emancipator
If it's realism you want, I'd suggest the single player training missions in America's Army. The obstacle course, the first aid lecture, the SF equipment identification lecture and the SERE excercise are especially mindnum... I mean realistic.

Squad level tactical games in the vein of X-COM, Jagged Alliance, Silent Storm, etc. are always plagued by the range problem. Usually the smallest unit of area, the square, is made to represent 10 meters, which results in streets 100+ meters across, living rooms dozens of meters wide, etc. This really messes with ranges and movement. I guess the other option, making the squares represent 1-2 meters, is out of the question because of the map complexity and visibility issues that'd cause.

I did spend a lot of time with Jagged Alliance 2 some years ago (I still have the completely redone equipment lists I made, with images and SFXs from some mod), but I haven't really looked back after Silent Storm. Completely flattening the whole operational area with panzerfausts, mortars and HMG fire never gets old.
mmu1
The big problem with Brothers in Arms is how strongly it tied your accuracy and the effectiveness of your shots to the enemy's suppression level.

If the enemies were not suppressed, then you could walk up to them, and shoot them square in the vitals with a rifle from 10' away, and if you were lucky enough to register a hit, they'd shrug it off, and need at least one more.

On the other hand, if they were heavily suppressed, you could spray 4 or 5 of them from 30' away with SMG fire that didn't even go near more than 1 or 2 of them, and kill them all.

I played through the first three or four missions, then unistalled it, thinking fondly of Call of Duty.
mmu1
QUOTE (Austere Emancipator @ Jul 14 2006, 08:29 AM)
Squad level tactical games in the vein of X-COM, Jagged Alliance, Silent Storm, etc. are always plagued by the range problem.

Actually, in X-COM, that was much less of a problem than in the other two - because, unlike in the other two games, your LOS (while unrealistically limited, because of the small size of the maps) was almost always shorter than your effective weapon range, not the other way around. It's certainly a better way of doing it than allowing you to see an enemy from far away, but having pistols that aren't accurate beyond 20'.

And while we're on the subject of Silent Storm... Don't you wish someone who could write a good war story and do solid mission design licensed the engine from them, and made the game Silent Storm should have been? It's amazing how good the game was despite the awful skill system, a badly told and crappy storyline (I love power armor as much as the next guy, but this was NOT the place for it), absurdities like random encounters with groups of German soldiers in the middle of England, and the cartoonish NPCs you had on your team.
Austere Emancipator
QUOTE (mmu1)
It's certainly a better way of doing it than allowing you to see an enemy from far away, but having pistols that aren't accurate beyond 20'.

It's been way too long since I played an actual X-COM game to say much about those, but I certainly am not happy about how the ranges are done in the UFO-series games. There's something horribly, horribly wrong about a FN FAL having a maximum range of 33 meters (21 meters in burst mode).

QUOTE (mmu1)
Don't you wish someone who could write a good war story and do solid mission design licensed the engine from them, and made the game Silent Storm should have been?

Not really. I only play it to blow shit up, and it handles that quite admirably. What pisses me off most about it is the "Finnish" character in it, voiced by someone who's never heard Finnish and uttering lines that sound like they've been run through Babelfish.
Grinder
So is Silent Storm worth picking up for 10€/$?
mmu1
QUOTE (Grinder)
So is Silent Storm worth picking up for 10€/$?

Definitely. It's still a fun game, despite its many flaws.
Grinder
Credit Card, Internet shops, forums like these - zack! I bought it.
Wounded Ronin
While we're on the subject of JA realism, how does Wildfire hold up in terms of realism? It came with my JA package but I haven't installed it yet. I heard that Wildfire was a JA mod made by some fans who wanted it to be more realistic and that they tweaked the ballistics and added more accurate sound effects.
Wounded Ronin
Well, I'm still hooked on this game. Haven't beaten it yet, either. My continuing thanks to those who recommended it...it's one hell of a meaty and engaging game.

You know, one of the FAQs on gamefaqs.com says that if you're "cautious" none of your mercenaries should die. I have no idea how that could possibly be. I mean, granted I'm not an expert at the game, but I do my best to play cautiously and I have lost a lot of mercs. In the course of one game, after having captured 3 cities, while learning the basic ropes and making a few big mistakes, I've lost a lot of mercs...more than 5 but less than 10, I think.

The thing is that I tend to lose people when I'm surprised by something new in the game. For example, last night I encountered enemies who fling grenades for the first time. I had no idea they'd be able to fling grenades more accurately than they can shoot over really long distances and I didn't know how to deal with the grenade that takes away the mercs' stamina (as opposed to hit points). So I ended up losing Buns, Razor, and Grizzly all at once basically because they got miracle grenaded from outside of effective direct fire range and I couldn't figure out how to get them moving again. It's always these surprise moments when I encounter something new and unexpected in the game that lead me to lose a handful of mercs.

I don't reload every time someone dies because I think that's weak; just like I believe in letting the dice fall where they may in SR I'd rather do the same in a strategy game and potentially let an entire game be a wash or a "loss" if I am very unlucky or not good enough of a player to win.

Slightly different topic: has there been a lot of modding of JA2? I can imagine potential for a lot of fun mods with the engine, like a Full Metal Jacket mod, or a military vs. 1950s giant insects campaign mod, or an Aliens 2 mod, or a Damage Incorporated mod...
Crusher Bob
It looks like Jagged Alliance Galaxy is still up, they had most everything, once upon a time. Wildfire is a 'super mod' I remember reading some early development nots, but forget what all they were doing.

As for not losing a merc, deponds on what you are doing. I tended to run only two squads, my night-ops killing squad, and my traning/repair/pack mule squad.

The killing squad had the main merc, spider, dr q, stephen, and raven with maybe someone else (scope, for example), while the training squad usually had Biff, Flo, Dimitri, Gasket, and Ira in it. The training squad only engaged in combet when they had a bunch of militia to hide behind, you go prone and let the militia draw all the fire. Ira and Dimitri did most of the killin' if it had to be done.

If you get attacked in the day, find cover, go prone, and slowly pick apart the bad guys. Use smoke to cover teh withdrawal of any merc you gets too much attention (this works until the stupid rocket rifles show up), for the night ops, keep your squad tight, cover all directions and just blaze away as they come to you. (or if you have a good silent weapon, just have your main character do all of the killing by sneaking around. Keep the rest of the squad close to provide fire support if it all goes south).
Wounded Ronin
Rocket rifles? Holy crap. That sounds like something from Buck Rogers. I think they had "rocket rifles" in the D20 Buck Rogers game they put out for Genesis.

Thanks for the gameplay advice. I hadn't gotten around to using the nightops characters yet, so maybe that's what I need to go and do next.

I found it pretty interesting that you used only two squads and one combat squad. In the game manual it says that later in the game an "essential strategy" or something like that is using two big squads from different directions against one enemy-occupied sector. However, a lot of people on the internet have emphasized using a nightops squad and not so much the giant World War II style massive infantry rush from multiple directions. Seems like another case of the common phenomenon of a game manual claiming that something is an important strategy when in fact it really isn't.
mfb
haven't looked into mods. hell, i haven't even beaten the damn game yet; it's unbelievably time-consuming because of the way i play. there doesn't seem to be a wide array of mods out there, though strategyplanet.com has a) a few interesting ones, along with b) a toolkit for making your own.

edit: bah, Crusher beat me to it. an addition to his night ops squad strategy: get Blood, and have him sneak around throwing knives into peoples' chests. ammo-free (or at least ammo-renewable) one-shot silent kills without the fuss and muss of trying to sneak close enough for a melee attack.
Crusher Bob
I think I used two squads for the bloodcat lair, most other places with a bunch of bad guys (like the big city) you ca nwhittle down by raiding. Just go in at night, kill a bunch of guys, leave before you get overwhelmed. Then come back the next night to finish the job.

The two+ squad day assault is usually not economical, as you can only afford two squads of worthwhile mercs for a short time and two squads of crappy mercs are probably just going to get you guys killed. In the begining, use any extra cash you have to extend the contracts of your current guys, so that you can get them at the 'low level' contract rates. As they go up in levels, thier price goes up.

Did you know you can send flowers to the queen? You get a cut scene.
mfb
damn, now i'm gonna have to install it again.
mfb
QUOTE (Wounded Ronin)
However, a lot of people on the internet have emphasized using a nightops squad and not so much the giant World War II style massive infantry rush from multiple directions.

i do a lot of both. i'll take my night ops squad and my second-stringers in, at which point i've got a few options. i can engage with my second-stringers, dig them in, and then have my night ops guys move in behind anybody that takes the bait and waste them. i can hit and fade with my night ops, and fall back behind my second stringers. i can engage outlying areas with my second stringers while my night ops hits the more dangerous points. it really depends on the zone and the situation, but i generally find that having 2+ squads in a zone makes things a lot easier.

i live for these kinds of games. i got to play all four characters in a game of HeroQuest, once, just one-on-one with the game master. i went through those dungeons like shit through a goose. the barbarian would kick in the door with the dwarf right behind him, hit a few guys, then pull back out into the hallway. when the monsters followed, they had to advance through a defilade of fire laid down by my elf and mage; by the time they got to where my barbarian and dwarf were waiting for them, they were already half-dead. that was some of the most fun in gaming i've ever had. the GM was less enthused...

edit: bah, this was supposed to be an edit of my last post. i lose at foruming.
hobgoblin
iirc, the elf and mage can only use their spells one time, and they cant share the elements available...
mfb
the mage had a crossbow, and i think the elf did as well. or maybe one of them used throwing knives, did HeroQuest have those?
Critias
I've long wanted to find a GM who'd run games for a Shadowrunner team of mine. Not just "I run a Shadowrunner and desperately hope for a few other competent players to fill key roles in my team," but just "I make a fucking Shadowrunner team, and do this shit like it's supposed to be done."
Grinder
What are you doing now instead?
hobgoblin
QUOTE (mfb)
the mage had a crossbow, and i think the elf did as well. or maybe one of them used throwing knives, did HeroQuest have those?

cant recall anything like that, but it may well be that i have forgotten.
all i recall was that the wizard was troublesome to play...
mfb
yeah, he blew. i always saved his spells for the last boss.
otomik
QUOTE (Austere Emancipator)
It's been way too long since I played an actual X-COM game to say much about those, but I certainly am not happy about how the ranges are done in the UFO-series games. There's something horribly, horribly wrong about a FN FAL having a maximum range of 33 meters (21 meters in burst mode).

X-COM is my favorite game of all time, it wasn't an FAL. The 20-round magazine might have been influenced by the FAL because it's a british game and chances are someone had trigger time on a L1A1. The picture was definately not an FAL and it said it was a 6.7mm bullet. In game terms I think the distintive handguard's look is closest to a Howa 89, probably a leftover from x-com's japanese precursor, Kiryu Kai. The 6.7mm cartridge is likely a nominal 6.5mm or 6.8mm cartridge capable of being chambered in a .223 similar to the remington 6.8mm SPC.

The rifle is where it's at in the early game.
http://www.strategycore.co.uk/xcom/pg/ufoweapons
SL James
QUOTE (Grinder)
What are you doing now instead?

Playing individual shadowrunners up to their eyeballs in trouble.
Austere Emancipator
QUOTE (otomik)
X-COM is my favorite game of all time, it wasn't an FAL.

Well, like I said, I can't really comment on the X-COM games. The UFO-series does have an FN FAL with a 33 meter range, however.
mfb
er...? X-COM is the UFO series.
Westiex
QUOTE (mfb @ Aug 8 2006, 04:56 PM)
er...? X-COM is the UFO series.

Xcom: Enemy Unknown (Microsoft)
Xcom 2: Terror from the deep (Microsoft)

Interceptor (?)
Apocylapse

UFO: Aftermath (Cenega)
UFO: Aftershock (Cenega)
mfb
ah.
Grinder
QUOTE (SL James)
QUOTE (Grinder @ Aug 8 2006, 07:40 AM)
What are you doing now instead?

Playing individual shadowrunners up to their eyeballs in trouble.

Do'h! Now I understand his posting correctly. Stupid me.
otomik
yeah I thought you were referring to the european title of UFO: Enemy Unknown

I forgot about the cenega series, it looked sure to disappoint (more realism in some aspects like weapons, much less realism in others such as no more entering buildings!).
SL James
QUOTE (Grinder)
QUOTE (SL James @ Aug 8 2006, 10:44 PM)
QUOTE (Grinder @ Aug 8 2006, 07:40 AM)
What are you doing now instead?

Playing individual shadowrunners up to their eyeballs in trouble.

Do'h! Now I understand his posting correctly. Stupid me.

Yeah. I'm not doing him any favors by involving almost all of his PCs in games where he can't really play a whole team because they're either filled with other PCs or the games are solo missions.
Kagetenshi
Maybe someday I'll For Real This Time dig up my SL password.

~J
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.
Shrike30
QUOTE (otomik @ Aug 8 2006, 05:19 PM)
I forgot about the cenega series, it looked sure to disappoint (more realism in some aspects like weapons, much less realism in others such as no more entering buildings!).

Entering buildings got added in again with the second one. Honestly, it didn't hurt the first that much.

I enjoyed the UFO games, but you know that feeling you get running SR sometimes? The one where it feels like every single detailed action is scheduled down to the last microsecond of time optimization? Yeah, it had a little of that.

I did like that you could "overkill" downed targets, though, meaning that a target might drop before it had actually died, but your soldiers would keep shooting at it for a second before their reactions had caught up with them.

The main beef I had with the game was that, like the X-Com games, I always felt after a while like I was doing waaaay too many ground missions in the late game. You hit that point where you're saying "okay, I have these one of two pieces of tech to research, then I can win... but they'll take a week in-game and I have to defend things!" Ah well. They were fun to play smile.gif Shotguns, baby...
Wounded Ronin
QUOTE (mfb)
the mage had a crossbow, and i think the elf did as well. or maybe one of them used throwing knives, did HeroQuest have those?

You guys are getting it all wrong. In HeroQuest, nobody started with ranged attacks, but you could buy a crossbow if you had enough gold.

The Barbarian started with a broadsword, the mage with a staff, and the elf and the dwarf with a short sword. In a nod to Games Workshop's other productions IIRC the barbarian was named "Sigmar".

You could upgrade to an axe which gave you a lot of attack dice, a longsword which let you attack on a diagonal, the crossbow which allowed a basic ranged attack, and you could also get pieces of armor including a helmet, a shield, chain mail, and plate mail. Somewhat whimsically, the helmet protected you from falling rock traps but the traps would destroy the helmet.

There were 4 elements of magic and the elf got to pick one and the mage got to pick two. They could not both pick the same element. Earth and Water had the healing spells whereas Fire and Air had the best attack spells. I always regarded it as being a matter of whether you wanted to make the mage your air support or your medic and letting the elf be the other with less spells.

The game was designed so that 4 12 year olds could squabble over treasure and use poor tactics to get slaughtered by the monsters in a game with dice rolls that were designed to favor the heroes. However, if you did things like pool the party gold instead of hoarding it you could make strong equipment upgrades that benefitted the group best. Likewise, the party was much stronger working as a team than working antagonistically so the single player "hive mind" strategy was not something that the game was designed to work against.

It's worth noting to this effect that the Hero Quest video game (which is a direct translation of the board game) which came out for PC did not allow healing between missions nor did it allow any sharing of gold whatsoever. This just shows you how the intention of the game was to cater to the general population of bratty self aggrandizing 12 year olds rather than cool, wise, Jedi-like strategy gamers who call the mage "air support" such as inhabit DSF.

I really loved playing Hero Quest, though. I consider it a pick up game of D&D. If you just want to have a quick evening of gaming with some friends but you don't want to spend hours making new characters and writing out contrived backstories, just throw down Hero Quest. Dungeon crawl in a box at its best.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012