When moving you can always lock your chosen movement stance, manage stances manually or let the game manage them automatically, switching to standing when this will optimize AP usage while moving but still ending the movement in your desired stance. Conversely, if the enemy will attack you with a melee attack you will be at a disadvantage if you are crouching or prone. Movement actions have different costs based on the chosen movement stance – crawling takes significantly more time than running the same distance but will realistically hide you from sight when you are behind an obstacle and is generally safer against firearm attacks and explosives. StancesĬharacters are always in one of the three movement stances – standing, crouching or prone. However, even though the available number of AP is always displayed as an integer, it is internally stored with higher precision and certain very simple actions like moving at a short distance effectively cost only a fraction of an action point. We intentionally kept the numbers relatively low to ease the mental calculations related to Action Points that players do each turn. This number is increased for veteran mercs and when conditions are favorable, like at high morale, but never too much. Attack actions may be modified by spending additional AP to aim more carefully, increasing the chance to hit precisely with the net benefit from Aiming also depending on the weapon and the character stats.Īn average rookie merc has around 10-12 AP per turn. A simple action like crouching may cost only a single Action Point, while a more time-consuming action like a carefully aimed attack with a rocket launcher may consume most of the characters’ AP for the turn. Action PointsĪll actions that a character takes during their team’s turn are limited by their available number of Action Points (AP). How exactly do you move - will you hustle recklessly or carefully crawl to the target location? How exactly do you attack? Do you take your time to aim carefully? Will you attempt to cripple the target shooting a burst at their limbs or gamble for a killer headshot instead? This is achieved with several game mechanics working in concert, the most important of which are the Action Point system, the movement stances, the weapon firing modes and the body parts targeting system. This level of abstraction is perfectly fine for these titles and we have seen how it can create deep and engaging gameplay, but for a simulative game like Jagged Alliance 3 we wanted more precise level of control over your character’s actions. During your turn you are free to activate your characters in any order and intermix action between them.Ī typical character turn in many tactical games can be described as simply as “I move to this position and attack with this skill”. It is a deep, involved and realistic experience and is the single aspect of the game that we iterated on the most during development.Ĭombat in Jagged Alliance 3 is turn-based with your entire team taking a turn, followed by the enemy team. Hello there! I am Boian Spasov and it is my pleasure to welcome you to a DevDiary on a subject that I’ve been wanting to write about for a long time – combat! Yeah, it’s a big one - there is so much to talk about that a single article won’t be enough and you can expect a second combat DevDiary down the road.Īs stated in our first DevDiary “ Game Vision” the combat is one of the pillars of Jagged Alliance 3.
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