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JA: Back in Action - Dev Diary: Plan & Go
Blue's has a dev diary for Jagged Alliance: Back in Action that explains the "Plan & Go" system. This turns out to be realtime-with-pause, basically like Baldur's Gate et al, but with an extended command queue:
Quote:
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This doesn't sound so bad. I'll probably pick this one up, as I'm a sucker for tactical squad-based combat. Saw some demonstration video in German, and it didn't look bad. It is, however, always better turn based. Wish they had a "pause every turn" option, like Baldur's Gate II.
Now, if they'd only get rid of that idea to show all enemies on the map, regardless of line of sight…. |
They show all enemies on the map??? But…why?
I'm all in favor of pausable real-time though, I think Fallout:tactics had some of the best combat I've seen in a tactical semi-RPG. I also love the infinity engine games, all real-time with pause, and actually even got quite a lot of enjoyment out of the later UFO installments (Aftermath, Afterlight, Cybershock). But, back to the more important question. All enemies on the map??? But…why? |
Just watch the game trailer from youtube and you propably dont want to hear about this game ever again.
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