Jagged Alliance 3

Jagged Alliance 3

Vanilla+
Cthulhu  [developer] 19 Jul, 2023 @ 5:58am
Balance discussion.
Thought I should put up a discussion where people can talk about the balance of the mod since it isn't a done deal and will change.

Right now even without having played too much with the mod I know that something needs to be changed about Mines. Either income it gives or make the deplete but after a longer time. There also seems to be a way to increase how enemies are at attacking mines but that might become a drag when you have more than 1.

So if you have any thoughts on something that is either too weak or too strong don't hesitate to post about it and we'll see what people think and than I'll look in to it if needed.
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Showing 1-4 of 4 comments
Arc 20 Jul, 2023 @ 10:10am 
Hi,
small error:
the Red Wire stack size is set at 100100100100.

Agree on the Mines,
I don't like them running out, but I also dont like them giving infinite money.
Maybe some mines should run out and some should not, just like in JA2.
(then again JA2 had a few more ways to spend all your cash)
Cthulhu  [developer] 20 Jul, 2023 @ 11:13am 
Thanks for noticing the error on Red Wire it should be fixed now.

And yeah might do some low yeild but endless mines with high yield limited mines. Problem is the only thing you really need cash for is the pay Mercs so it's kinda hard to find a balance where you aren't able to sustain 6-12 Mercs super easy but you also don't need to rush due to limited funds.

A thing could be to also increase the cost of thins like Crafting Ammo/Explosives and Training Milita but than if someone doesn't really bother with that it kinda doesn't change anything.

Making you being able to train 6 Milita each time for a total of 12 and make enemies more aggressive at attacking mines could also work since it would kinda force the player to spend money on protecting the mines rather than just swing by once in a while when it gets taken over.
Arc 20 Jul, 2023 @ 3:14pm 
This looks like a fine idea:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3007034598

High yield mines that run out and need to be restarted by paying for it sound immersive and will make you loose a bit of excess cash flow in a circular loop.
Instead of having depleted mines generate 0$ maybe giving them a large % penalty on income untill they are restarted might be less of feels bad moment.

Upgraded militia's (12) that need a decent weekly upkeep to operate at that state sound fun and immersive too, that way you can invest in a sector and let your mercs focus on other parts of the map, for a price.


Ofcourse outside the scope of a discussion on income balance on it would rock if the game had more management on militia sectors (letting them use the gear they 'generate' by defending), or investing in captured sectors more (upgrading outposts to give various buffs (travel speed buff for 24 hours if you leave from an outpost or something, lets call it the 'motorcycle' upgrade)
Spending cash to rebuild certain settlements, upgrade harbours, etc etc
Last edited by Arc; 20 Jul, 2023 @ 3:14pm
Cthulhu  [developer] 21 Jul, 2023 @ 4:32am 
I could be but I'd have to figure out a way to do it and not just rip SkunkXL's work. I could ask for permission to include it in my mod and rework it to fit it.

I might need to start learning LUA coding so I can do more ♥♥♥♥ with just striaght up code lol.
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