Jagged Alliance 3 details - briefly
(hx) 12:07 AM CET - Dec,27 2006
- Post a comment
Jagged Alliance-fansite
The Bear's Pit has noticed that the Russian paper magazine Game World
Navigator scored a scoop on
Jagged Alliance 3, the upcoming turn-based squadbased strategy game which
has been in production for
quite some time. The interview is print only and in Russian, but Snap at
The Bear's Pit was nice enough to gather the important points, such as the
fact that JA3 uses a modified Silent Storm engine.
Key points, with some
additional info from other sources:
- Game is published by
Akella and developed by F3 - a fairly new team, but composed of veterans
from other developers (several from Nival).
- The game is built on a
modified Silent Storm engine with updated graphics, improved physics, FX,
and damage model.
- There will be no more
militia training and sector defense, because players supposedly don't like
micro-management. The focus will be shifted towards combat and away from
economics. As for strategy, the focus will be on missions, rather than on
conquering territory.
- The player can command
only one squad of up to 6 (maybe 8) mercs.
- Inventory handling
will be simplified, particularly with respect to ammo. [In SS they used a
backpack model with no item stacking.]
- The player's avatar
will be generated without the personality quiz.
- Combat mechanics, RPG
system, merc hiring, weapon repair, healing, etc. are all transplanted from
JA2 with little or no change...
- ...except for the turn
system: instead of having alternating turns for different teams, the order
will be determined by character initiative. This system is said to be more
conductive for multiplayer [although, AFAIK, multiplayer is not planned for
this game].
- There will be night
and day, plus weather effects, which can be seen on the strategic map.
- The team can move
around the global world on foot or on wheels. However, on the tactical map
vehicles are stationary. They can be used to store stuff, and some can shoot
as well.
- Key locations are
designed, but "random encounters" will be randomized. [I am not sure just
how much freedom of movement the player will have on the global map.]
- There will be 40 mercs
(12 of them new), plus 40 NPCs.
- Plot: the
president-for-life in a banana republic is fighting local insurgency, while
a neighboring country opened a second front in a bid to annex some
territory. Meanwhile, an international corporation is conducting some
sinister experiments in the country.
- You can play for one
of 4 factions, each with its unique bonuses. In addition, there will be a
5th, non-playable faction - something having to do with a sci-fi subplot
(which, as in JA2, can be turned on or off in the options).
- Income will come
mainly from your employer (whoever it may be). You can also sell stuff to
merchants... if you can find them.
- Merc relations will be
modeled after JA2. Opposing factions will routinely hire mercs from AIM
(remember Mike?...)
- There will be 20 key
objectives given by your employer, plus, as in JA2, optional side quests
obtained from NPCs. Missions are non-linear: more like JA2 missions (e.g.
taking control of SAMs or liberating Tixa) than like in Silent Storm.
- Weapons will be
reworked, with many JA2 weapons dropped and some new ones added - both
well-known and experimental. Weapon specs will be adjusted to emphasize
differences between different models. More different ammo types will be
added. There will be more different armour, with heavier armour impeding
movement. No more mortars. There will be anti-materiel rifles (12.7mm) and
stationary heavy MGs.
- Initial load-out will
be more generous than in JA2.
- No more cats. No bugs
either.
- No information on
release date.
|