For example, adding a suppressor will allow you to clandestinely neutralize your enemies but will also weaken the weapon's damage rating and effective range. Most weapons and armor can also take attachments, thereby augmenting their performance and characteristics. Each character has a limited number of item slots to carry ammo, med kits, grenades, other firearms, or other items. an assault rifle, rocket launcher, sniper rifle, etc.) weapons as well as face equipment (sun glasses, NVG, extended-ear), helmet, body armor, and leg armor. pistol, knife, or small SMG like MP5K) or 1 two-handed (e.g. They can become completely unusable if not repaired, another potential skill.Įach character can equip up to 2 one-handed (e.g. Weapons deteriorate over time, especially when swimming and during extensive full-auto fire. All weapons and equipment contain their own individual characteristics such as rate of fire, accuracy, damage, burst/full-auto/semi-auto capability, weight, available accessories, etc. The game takes place in modern day and contains a large variety of mostly realistic weaponry including pistols, SMGs, assault rifles, sniper rifles, machine guns, and shotguns. They are not randomized but requirements for some vary from game to game. These are all optional but add much to the atmosphere and story of the game. Characters that die under your command cannot be revived and are permanently removed from your play through. Some mercenaries will even refuse to join your team to begin with until later in the game when you prove your worth to them. Unlike a typical strategy game, your characters can refuse orders based on disagreements, argue with other teammates or refuse to work with ones they dislike, demand raises to their current contract due to dangerous conditions, and other similar scenarios. In additional to these characteristics, all mercenaries have individual personalities. Conversely, an injury can lower a skill level. firing guns, fixing equipment, picking locks) or through training. These skill levels can increase upon regular usage (e.g. explosives, medical, marksmanship, mechanical etc.). All characters have attributes (strength, wisdom, dexterity, agility, etc.) and skills (e.g. Where the Jagged Alliance series differs from several other turn-based squad games like X-Com is it's implementation of traditional RPG elements. While a team can only consist of six squad members, you can control up to three seperate teams, resulting in a total of eighteen mercenaries under your control at any given time. This is because the enemy can overtake previously liberated regions if they are poorly guarded, and the amount of regions under your control determines the amount of funds and resources available to you, which is needed for paying the contracts for your mercenaries and purchasing new weapons, ammunition and equipment. Overtaking regions and training citizens is essential to success. The majority of enemy encounters are randomized. While the game contains one specific objective (to kill Deidranna), it is somewhat non-linear as you are free to lead your team to whatever adjacent regions you wish to, overtaking the country in whatever order you feel is preferable. The game contains an overview map of the entire country, separated into a grid. Upon a player finishing his or her turn, the enemy characters then make their decisions as determined by the A.I., but follow similar logic. For instance, quick shots from a shotgun takes fewer action points than aiming a rifle at a long distance, and walking takes fewer action points than traveling while in a prone position or trying to walk stealthily. The number of action points spent on every action varies depending on how that action takes place. At this point, each character has a limited supply of action points (the amount is based upon aspects such as an individual's skill and health) that can be spent in any desired form to tactically succeed against your A.I. While the game moves in real-time outside of combat, control of your characters becomes turn-based upon enemy contact. The game shares many similarities to other isometric turn-based strategy games like X-Com. For the most part, these characters are mercenaries with varying skills and attributes hired out on a contractual basis, although later in the game citizens and former enemies may be available to join your team. Like the original game, Jagged Alliance 2 focuses on controlling a squad of characters. The story of the game begins with Enrico Chivaldori, a former political leader of the fictitious tropical nation of Arulco, hiring you to form a team to overtake the country and remove the totalitarian leader Deidranna from power by any means necessary. Jagged Alliance 2 is the 1999 sequel to Sir-Tech Canada's original cult hit, Jagged Alliance.
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