I'm definitely going to keep playing Jagged Alliance 3. However much I waver back and forth on my exact feelings about it, this is crucial. As with its ancestors, you're invading a fictional country with a team of dysfunctional freelance mercenaries, managing their equipment and clashing personalities through a guerrilla war on an open world map whose every sector can host turn-based battles.
It challenges the all-smothering XCOM standard of "two actions per turn" by restoring the ancient way of the Action Point. Everyone has a dozen or so action points per turn to split between movement, shooting, or miscellaneous contextual actions. Chance to hit is never listed, but accuracy can be bumped by spending extra action points. It innovates too by giving everyone a small pool of free movement, keeping battles moving, and broadening the tactical possibilities. It borrows as much from modern designs and is mostly better for it.
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