Jagged Alliance Galaxy: JA2: Reloaded saga continues: devs "shocked" by the outrage JA2: Reloaded saga continues: devs "shocked" by the outrage ================================================================================ Shanga on 07/11/2010 02:18:00 JA2: Reloaded is basically a port of the well known trip to Arulco on a modern graphic engine. Right from the start the developers threw themselves into the most heated debate, asking fans to describe what they like and what they want changed about the combat system in "old" JA2. Overwhelming response on their forum, as well as on our Bear's Pit was "don't touch it" or "if you do, do what v1.13 crew did". This apparently did not sit well with bitComposer since they ignored the tidal wave that was building and made a surprise announcement that JA2:R will abandon Turn Based mode and go for Real Time with Pause (RTwP). Response from the community was far from positive and the argumentation that came from devs seemed only to pour more gas on the fire. We'll reproduce that here, to let you form an oppinion: Dear Community, Many thanks for your many proposals and suggestions. This has obviously sparked off heated discussions that have provoked a wide range of opinions about how we could change the combat system, if we should change it and, if so, what changes would be best suited to the game. To ensure that Jagged Alliance 2 makes a successful transition into 2011 and that the remake is as attractive as possible to players who know the Jagged Alliance series and to those who have yet to play it, we will simply make a few changes to the existing JA2 combat system. We are calling the new combat system the “Plan & Go” system. It is based more on real time, and represents a departure from the original combat system in Jagged Alliance 2. We would like to outline the significant changes below, and hope that you, the official JA2 community, will be as excited as we are about them. Basically, the overall strategy in the combat system remains the same! The player has to identify strategically advantageous positions on the map to minimize losses to his own side as far as possible. In the “Plan & Go” system we have omitted the “Fog of War”, which covered most of the map in JA2. Enemies positioned outside buildings are permanently visible, which enables the player to establish a strategy from the outset without having to constantly save and load. In addition, the world looks much more animated and lively as the hostile forces patrol in the meticulously detailed 3D backdrops. The “Plan & Go” system removes the turn-based structure. If the player wants to react to an incident, he can pause the game at any time or allow the game to pause automatically by carrying out a particular activity (e.g. if a mercenary has run out of ammunition). The real-time elements in the “Plan & Go” system also add new and exciting features such as “Timing” for example. As the enemies are patrolling all over the map, the player must time his movements very precisely to defend himself against his enemies. Here, the need to quicksave/quick load is greatly reduced, as the risks and challenges are more easily identified and the effect of the risk is reduced to a much shorter time (e.g. a character is sighted before he has reached his target, so the shooting starts earlier than anticipated). The “Plan & Go” system also enables players to specify the conditions under which his units can attack independently; they can therefore open fire when enemies enter their range of vision. This offers players the same tactical depth in terms of decision-making, and also intensifies the combat experience, because more experienced players have to pause much less frequently and, for the most part, can let the game progress in real time. In particular, this speeds up battles with large numbers of fighters and which seemed like they would never end in the original game! The advantages of the “Plan & Go” system opposed to the turn-based original are: * It is dynamic, as it allows combat in real time. * It introduces timing as a new element: it enables the player to spot and assess enemy movements, so he can either cleverly sneak past, or lie in wait and choose the right moment to attack. * It avoids the situation where you get mixed up in a battle while your mercenaries are some distance from the front. JA2 was very time-consuming in this respect, because players had to lag behind for several turns while they moved all their mercenaries to the front. * Combat with large numbers of enemies happen more quickly; in JA2 it took ages for the round to finish when numerous mercenaries and enemies were involved in the battle. * The new system also allows us to incorporate new AI functions such as cutting off and flanking enemies, that only work when actions are carried out simultaneously and not one after the other. Your bitComposer Team In response to the outrage that has filled so far about 20+ pages on their forum, bitComposer posted a rather stern response we reproduce below. Suffice to say, this hasn't done any good to stop the riot. Dear Community, We knew when we announced our intention to modernize the combat system in JA2:R that we would spark off a heated discussion. However, we are shocked at the way this discussion is being conducted in the forums. It is extremely useful for us to hear the honest opinions of all the members of the forum, but personal insults, slander and abuse have no place in this forum and are totally unacceptable. Our aim was and is to engage in an objective and mutually respectful discussion. We are ready to listen to all proposals, wishes and complaints, but we would ask you for objective comments, even though the subject has clearly aroused some strong emotions in certain forum participants. We have of course been thinking long and hard of how to optimize the combat system. With a new edition of such a closely monitored and universally loved title as this, we would not satisfy the players’ demands were we to merely change the graphics while ignoring the other aspects of the game. Our objective was and is to modernize both the both the look and feel of the game to live up to the expectations of a contemporary title. With this in mind, we have of course also scrutinized the combat system to assess how here too we can produce an up-to-date adaptation and version. This has not happened without first having an intense exchange of opinion with fans and enthusiasts of the genre. In this respect, we have also looked closely at the later developments in classic games such as the Fallout series for example. As opinions differ wildly, we regret we won’t be able to please everyone. However, we believe the changes to the combat system will make the gameplay much more accessible, intuitive and up-to-date, while retaining the elements that have marked out JA2 as special. We assume you would like your input to have some influence on the development of JA2:R and are still keen to receive your support in the form of constructive and objective contributions and comments. Once the new combat system has been reworked, we will give forum members the opportunity to test the game flow. More info to follow shortly. Best wishes until then PS: Here's their forum, just in case you want watch the debate more closely: http://www.jaggedalliance.com/index.php?id=35&tx_mmforum_pi1[action]=list_post&tx_mmforum_pi1[tid]=101 PS1: About the same reactions we got amidst Bear's Pit members, when we invited them to discuss bitComposer's ideas: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=266573#Post266573