History VideoGame / JaggedAlliance

26th Dec '17 4:34:22 PM nombretomado
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Strategy First is currently working on ''Jagged Alliance'' social networking game in the vein of Website/{{Facebook}}-type apps like ''Mafia Wars'' and ''{{FarmVille}}''.

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Strategy First is currently working on ''Jagged Alliance'' social networking game in the vein of Website/{{Facebook}}-type apps like ''Mafia Wars'' and ''{{FarmVille}}''.
''VideoGame/{{FarmVille}}''.
19th Dec '17 12:43:30 PM dreamsepilogue
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*** 1.13 makes it possible to [[spoiler: make him HeelFaceTurn, if you have a merc with high leadership critical wound (but NOT kill) him and attempt to speak to him.]]

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*** 1.13 makes it possible to [[spoiler: make him HeelFaceTurn, if you have a merc with high leadership critical critically wound (but NOT kill) him and attempt to speak to him.]]



** Made even worse in v1.13, 'psycho' mercs with auto weapons will sometime spend all his remaining action points or ammo to fire in full auto, whichever comes first. Can be (somewhat) avoided by spending more action points to aim a single shot, as they have no qualms killing with head shots, or avoided altogether by not using automatic weapons.

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** Made even worse in v1.13, 'psycho' mercs with auto weapons will sometime spend all his remaining action points or ammo to fire in full auto, whichever comes first. Can be (somewhat) avoided by spending more action points to aim a single shot, as they have no qualms killing with head shots, or avoided altogether and can be partially subverted by not using automatic weapons. giving them automatics, which will instead result in them losing a bit of morale out of frustration.



** When choosing traits for your IMP in 1.13, you can never go wrong with the Auto Weapons + Marksman + Bodybuilding combo. Auto Weapons adds 5% to all autofiring weapons, reduced AP cost on using LMG's and Reduced auto penalty by 30%. Marksman gives 5% CTH with rifles, 10% CTH with Sniper Rifles, Extra CTH to All guns exept handguns, 5% damage shot per every aim click after the first. Bodybuilding gives you 25% damage resistence, 30% effective strenght for carrying weight capacity, reduced energy loss when hit by Hand to Hand attacks by 50% and 100% increase in damage required to fall down. All these traits complement each other into making your IMP into a fighting force to be dreaded.

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** When choosing traits for your IMP in 1.13, you can never go wrong with the Auto Weapons + Marksman + Bodybuilding combo. Auto Weapons adds 5% to all autofiring weapons, reduced AP cost on using LMG's and Reduced auto penalty by 30%. Marksman gives 5% CTH with rifles, 10% CTH with Sniper Rifles, Extra CTH to All guns exept handguns, 5% damage shot per every aim click after the first. Bodybuilding gives you 25% damage resistence, 30% effective strenght for carrying weight capacity, reduced energy loss when hit by Hand to Hand attacks by 50% and 100% increase in damage required to fall down. All these traits complement each other into making your IMP into a versatile wrecking machine who can, with some training, do anything just as well as the expensive guys; a fighting force to be dreaded.



* ContinueYourMissionDammit: Enrico sends emails to you to express his worrying on how slowly/praising on how quickly you are gaining ground, but nevertheless prompts you to pick up the pace. As these mails are sent rather spaced out (around each ingame month) they are rather effective.

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* ContinueYourMissionDammit: Enrico sends emails to you to express his worrying on how slowly/praising on how quickly you are gaining ground, but nevertheless prompts you to pick up the pace. As these mails are sent rather spaced out (around each ingame month) they are rather effective. Note that (outside of 1.13, where it is disabled by default) negative emails actually have a penalty to your income and the morale of your rebel-aligned mercs, to penalize turtling.



* {{Foil}}: Both of AIM's top mercs are this to each other. Mike and Gus are both affable, TheAce, and have a price tag to match, but Gus is simultaneously more profession and more personal, and prefers to live a life of simplicity (as evidenced by the fact he lives in a mobile home despite ostensibly being wealthy.) Mike is a JerkAss ItsAllAboutMe who is OnlyInItForTheMoney. Best exemplified by what they do when not recruitable in the games; Gus runs a personal merc crew to deal with international threats, while Mike [[spoiler: signs on with the BigBad of JA2 for no other reason than she pays well. Notably, there's a lot of bad blood between Gus and Mike, and Gus will express enthusiasm and appreciation at being given the opportunity to kill him in 2.)]]



* JokeCharacter:
** Biff Apscott, but much moreso in 2 than 1. Lousy stats, low Wisdom so he'll only improve slowly (if at all), and likely to panic at the first sign of trouble. The only real reason to hire him is either a SelfImposedChallenge or to hear all of his lines.



*** The truly masochistic can enable an option in 1.13 that allows large-scale assaults like the Drassen counterattack to happen throughout the game; while it is obviously much easier with a properly-upgraded crew, the randomness makes it hard to be prepared for, and the massive army WILL overwhelm defending militia if you don't have mercs to reinforce.



* OhCrap: Many mercs have a response like this if they can see three or more enemies simultaneously, either a direct variation of the phrase or some version of "Get me out of here!" [[BloodKnight Unless they celebrate it instead.]]



* OneHitPolykill: Very, very rare by over-penetration.
* OneManArmy: Not intended, but you can play this way as a SelfImposedChallenge. In many cases, the merc of choice would be Shadow. (Unless you want to spend weeks training your created mercenary.)

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** 1.13 offers many more ways to do this. Melee attacks from behind, especially "covert" weapons can inflict this. Glaser rounds will outright obliterate any unarmored sod they hit, but are worthless against armor. And sufficiently high-caliber weapons, like the .50 Cal snipers, can easily inflict this regardless of where they hit.
* OneHitPolykill: Very, very rare by over-penetration.
over-penetration by certain weapons. Heavy rifles are the easiest to do it with. And (obviously) explosives excel at this.
* OneManArmy: Not intended, intended ([[NintendoHard nor recommended]]), but you can play this way as a SelfImposedChallenge. In many cases, the merc of choice would be Shadow. (Unless you want to spend weeks training your created mercenary.)



* PutOnABus: Many characters from the first two games, as seen in the ''Alumni Section'' of the AIM website. In Jagged Alliance 2 proper, this can happen to mercs you don't hire right away - they'll be put "On Assignment", taking other missions besides yours. In most cases, at least one or two mercs will be unavailable for this reason when you start your campaign.

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* PutOnABus: Many characters from the first two games, as seen in the ''Alumni Section'' of the AIM website. [[spoiler: Some of them, like Mike, show up later.]] In Jagged Alliance 2 proper, this can happen to mercs you don't hire right away - they'll be put "On Assignment", taking other missions besides yours. In most cases, at least one or two mercs will be unavailable for this reason when you start your campaign.
* QuicksandBox: An odd case with the ''equipment'' in 1.13. There are SO MANY weapons, armor variants, accesories, ammo types, and LBE gear that an inexperienced player who isn't a gun nut can be easily overwhelmed, especially since the up-front stats about the weapons may not always convey how useful (or not...) they actually are, as well as what can actually fit in the various LBE slots.
19th Dec '17 10:51:44 AM dreamsepilogue
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Added DiffLines:

* AwesomeEgo: Mike is AIM's best merc in the first game, and he knows it; he refuses to join you unless you have the highest possible reputation, he's ''extremely'' expensive, and he'll quit on a dime if you provoke him.
** [[spoiler: Sadly leads to a FaceHeelTurn in the sequel; Deidrianna offered more money than AIM ever could which, combined with his bad blood with AIM since the first game, leads to him becoming an antagonist. He never loses his cockiness even when facing down your well-trained heavily-armed merc army, and a few AIM vets who know him will have comments on both his betrayal and his death.]]
*** 1.13 makes it possible to [[spoiler: make him HeelFaceTurn, if you have a merc with high leadership critical wound (but NOT kill) him and attempt to speak to him.]]
1st Oct '17 4:57:38 AM Divra
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* MadBomber: It seems to be a rule that if you're a mercenary specializing in explosives, you're either insane or have some kind of undesirable personality trait[=/=]mental defect. This is so prevalent that one of the exceptions flaunts his sanity as a marketing point.

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* MadBomber: It seems to be a rule that if you're a mercenary specializing in explosives, you're either insane or have some kind of undesirable personality trait[=/=]mental defect. This is so prevalent that one of the exceptions flaunts his sanity as a marketing point. It is quite telling that when AIM cleaned up their roster after ''Deadly Games'', removing the most obvious felons, misfits and sociopaths, they ''still'' ended up with at least two Mad Bomber-types on the roster.
3rd Aug '17 4:43:00 PM WaterBlap
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** Remember, you need [[TheDevTeamThinksOfEverything an intact head of a terrorist]] to lay claim on his/her bounty.
11th Jun '17 2:31:08 PM nombretomado
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* ArtificialStupidity: Civilians ''will'' wander into mustard gas areas. Better than ''{{X-COM}}'' though, as when they are caught between the crossfire, they are still smart enough to get down or get to nearby cover and let you hit the baddies behind them.

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* ArtificialStupidity: Civilians ''will'' wander into mustard gas areas. Better than ''{{X-COM}}'' ''VideoGame/XCom'' though, as when they are caught between the crossfire, they are still smart enough to get down or get to nearby cover and let you hit the baddies behind them.
9th Apr '17 3:46:34 PM Zaptech
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Added DiffLines:

** You can actually solo assassinate Dedrianna by drawing her out of her palace, but the way to do so is incredibly obscure and with no hint that it can work anywhere in the game. In order to do it, you have to [[spoiler: wear one of the Dedrianna T-shirts as chest armor and send your IMP merc into enemy territory on their own. After a couple of rounds of fighting the enemy troops will try to capture you. If you surrender, you'll be taken to a military prison to be interrogated by Dedrianna personally. You can then escape and assassinate her. If you send anyone beside your first IMP merc, they'll just be captured and have to be rescued later on.]]
9th Apr '17 3:29:47 PM Zaptech
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* BoringButPractical: When choosing traits for your IMP in 1.13, you can never go wrong with the Auto Weapons + Marksman + Bodybuilding combo. Auto Weapons adds 5% to all autofiring weapons, reduced AP cost on using LMG's and Reduced auto penalty by 30%. Marksman gives 5% CTH with rifles, 10% CTH with Sniper Rifles, Extra CTH to All guns exept handguns, 5% damage shot per every aim click after the first. Bodybuilding gives you 25% damage resistence, 30% effective strenght for carrying weight capacity, reduced energy loss when hit by Hand to Hand attacks by 50% and 100% increase in damage required to fall down. All these traits complement each other into making your IMP into a fighting force to be dreaded.

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* BoringButPractical: BoringButPractical:
**
When choosing traits for your IMP in 1.13, you can never go wrong with the Auto Weapons + Marksman + Bodybuilding combo. Auto Weapons adds 5% to all autofiring weapons, reduced AP cost on using LMG's and Reduced auto penalty by 30%. Marksman gives 5% CTH with rifles, 10% CTH with Sniper Rifles, Extra CTH to All guns exept handguns, 5% damage shot per every aim click after the first. Bodybuilding gives you 25% damage resistence, 30% effective strenght for carrying weight capacity, reduced energy loss when hit by Hand to Hand attacks by 50% and 100% increase in damage required to fall down. All these traits complement each other into making your IMP into a fighting force to be dreaded.dreaded.
** The humble [=M4A1=] carbine. It's a simple, low-powered, medium-ranged weapon with [=5.56mm=] ammunition, but it's also very lightweight and accurate and uses one of the most common ammo types in the game, and as a result it is an ideal choice for your low-strength or dedicated support troops carrying tools and medkits, as well as a main weapon for troops with special equipment like mortars, rockets, or close-combat weaponry.
** [=5.56mm=] ammunition in general is one of these. Compared with other ammunition calibers, it's damage and penetration are unremarkable. However, it's high accuracy and the fact that virtually every enemy squad will have a few troops carrying rifles shooting it means that it will be very available and highly reliable. Even if your shots don't easily penetrate enemy armor, each hit will exhaust them until they either pass out, you get a lucky hit, or their [[DeathOfAThousandCuts wounds add up and they either bleed out or run away]].
4th Apr '17 1:50:31 AM Shinr
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The first game takes place on the South Atlantic island of Metavira, which was once a nuclear testing site during the Cold War. Because of [[ILoveNuclearPower radiation,]] some trees mutated into fallow trees; It was discovered that the sap of those trees contain amazing medical properties that is every doctor's Christmas wish come true, and thus the research team, led by Jack Richards and his daughter Brenda, arrived on the island to study the trees and, if possible, reproduce them. But one day, the labs burned down in suspicious circumstances, and Lucas Santiano, a senior member of the research team, proposed to split the research team in two, arguing that two heads are better than one. Despite Brenda's objections, Jack agreed, and with his new found autonomy and authority he hired his own (literal) RedshirtArmy, and took over most of the island to monopolize the sap-supplying business. This is where the Richards hire [[NonEntityGeneral You]] to reconquer the island and to kick Santiano's ass with the help of HiredGuns provided by the Association of International Mercenaries, or just A.I.M for short.

The second game, ''Jagged Alliance: Deadly Games,'' has you working for Gus Tarballs and accepting small-time mercenary missions. Eventually, the stand-alone missions tie together into thwarting the DFK, a high-tech organization whose plans involve using satellites for orbital superiority. As this game was made specifically for multiplayer (complete with map editor), all strategic elements were sacrificed for tactical ones; instead of overworld management, the campaign is a series of one-sector scenarios.

The third game, ''Jagged Alliance 2'' (yes, you read that correctly) takes place in Arulco. Hired by dethroned king Enrico Chivaldori, you and your band of mercenaries -- from both A.I.M. and newcomer M.E.R.C. (More Economic Recruitment Center), which was founded by (surviving) ex-members of the former -- are to liberate Arulco and to kill Enrico's ex-wife Deidranna Reitman, who usurped the throne a decade ago and ruled since then with iron fist of tyranny. Surprisingly well thought out and complex as computer games go in its approach to physical injury, fatigue, the effectiveness of firearms and the use of explosives and noted for its excellent TurnBasedCombat. Notably it's got a ''lot'' of mileage out of the ''v1.13'' mod (a reference to the last official patch being v1.12 and, probably by coincidence, the last official versions of both original JA and Deadly Games), which ''drastically'' changed the game and even introduced a multiplayer mode that wasn't in the unmodified [=JA2=]! Some of the trope examples are due to, modified, subverted, or averted by this mod.

The Fourth Game, ''Jagged Alliance 2: Unfinished Business'' takes place in Tracona. Ricci Mining and Exploration, the company that ran the mines in Arulco during Deidranna's reign, wants control of the mines back. Setting up a base in the nearby military dictatorship of Tracona, they launch missiles at the Prison in Arulco as a warning. King Enrico Chivaldori, knowing that Aruclo has not recovered enough to effectively deal with this crisis, hires you to resolve it. This game is very short, and the main draw of this game is the map editor, which was later added (along with other new features in this game, except the new mercs, unless you count the v1.13 mod) to [=JA2=] in later patches.

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The first game takes place on the South Atlantic island of Metavira, which was once a nuclear testing site during the Cold War. Because of [[ILoveNuclearPower radiation,]] some trees mutated into fallow trees; It was discovered that the trees, and their sap of those trees contain amazing medical properties that is every doctor's Christmas wish come true, and thus the true. Thus a research team, team led by Jack Richards and his daughter Brenda, Brenda arrived on the island to study the trees and, if possible, reproduce them. But one day, the labs burned down in suspicious circumstances, and Lucas Santiano, a senior member of the research team, proposed to split the research team in two, arguing that two heads are better than one. Despite Brenda's objections, Jack agreed, and with his new found autonomy and authority he hired his own (literal) RedshirtArmy, and took over most of the island to monopolize the sap-supplying business. This is where the Richards hire [[NonEntityGeneral You]] to reconquer the island and to kick Santiano's ass with the help of HiredGuns provided by the Association of International Mercenaries, or just A.I.M for short.

The second game, stand-alone expansion, ''Jagged Alliance: Deadly Games,'' has you working for Gus Tarballs and accepting small-time mercenary missions. Eventually, the stand-alone missions tie together into thwarting the DFK, a high-tech organization whose plans involve using satellites for orbital superiority. As this game was made specifically for multiplayer (complete with map editor), all strategic elements were sacrificed for tactical ones; instead of overworld management, the campaign is a series of one-sector scenarios.

The third game, sequel, ''Jagged Alliance 2'' (yes, you read that correctly) takes place in Arulco. Hired by dethroned king Enrico Chivaldori, you and your band of mercenaries -- from both A.I.M. and newcomer M.E.R.C. (More Economic Recruitment Center), which was founded by (surviving) ex-members of the former -- are to liberate Arulco and to kill Enrico's ex-wife Deidranna Reitman, who usurped the throne a decade ago and ruled since then with iron fist of tyranny. Surprisingly well thought out and complex as computer games go in its approach to physical injury, fatigue, the effectiveness of firearms and the use of explosives and noted for its excellent TurnBasedCombat. Notably it's got a ''lot'' of mileage out of the ''v1.13'' mod (a reference to the last official patch being v1.12 and, probably by coincidence, the last official versions of both original JA and Deadly Games), which ''drastically'' changed the game and even introduced a multiplayer mode that wasn't in the unmodified [=JA2=]! Some of the trope examples are due to, modified, subverted, or averted by this mod.

The Fourth Game, sequel's stand-alone expansion, ''Jagged Alliance 2: Unfinished Business'' takes place in Tracona. Ricci Mining and Exploration, Exploration was the company that ran the mines in Arulco during Deidranna's reign, wants control of the mines back. Setting for Deidranna, and with her fall they lost them. Wanting to take them back, they set up a military base in the nearby military dictatorship of Tracona, they launch gave Arulco an ultimatum to return the mines to [[=RMaE=]]'s ownership and launched missiles at the Prison in Arulco as a warning. King Enrico Chivaldori, knowing that Aruclo has not recovered enough to effectively deal with this crisis, hires you to resolve it. This game is very short, and the main draw of this game is the map editor, which was later added (along with other new features in this game, except the new mercs, unless you count the v1.13 mod) to [=JA2=] in later patches.
3rd Apr '17 9:58:14 PM Kalaong
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A series of [[TacticalTurnBased turn-based squad-level combat strategy games]] for the PC that came out in the 1990s, with some [[RPGElements role-playing elements,]] financial management, and a weird and wonderful cast of mercenaries ranging from out-and-out [[PsychoForHire maniacs]] to seasoned professionals (And in some cases, [[CrazyAwesome maniac professionals]]). Pick a modern combat trope, and they've probably used it shamelessly.

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A series of [[TacticalTurnBased turn-based squad-level combat strategy games]] for the PC that came out in the 1990s, with some [[RPGElements role-playing elements,]] financial management, and a weird and wonderful cast of mercenaries ranging from out-and-out [[PsychoForHire maniacs]] to seasoned professionals [[ConsummateProfessional professionals]] (And in some cases, [[CrazyAwesome maniac professionals]]). Pick a modern combat trope, and they've probably used it shamelessly.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.JaggedAlliance