Posted 13 October 2010 - 08:08 AM
The Original JA2 TB-system was based on 30-35 AP (IIRC). That was nice & clean, however in my personal experience with the JA-series (including the 1.13 mod) & several other TB-games a 100 AP system allowes for greater flexibility.
Components like movement costs, equipment usage & inventory management (this is not original JA but several games experimented with it) do benefit from it as you can make both terrain & equipment more complex in terms of benefits & penalties.
Combat also usually gets improved alot in terms of versatility & gear progression. As each weapon, armor & explosive device can get more varied stats instead of the occasional +/-1 to aimtime or damage.
The biggest trouble with modern TB-systems, especially in 3d, are sightlines, cover & pathing.
Sightlines are difficult to judge because of the 3d enviroment. JA2 for example had a rudimentary cover system & everything was just on two lanes (? right word ?) - the ground & the roofs.
If i compare for example JA2 with the Brigade-series (E5, E6) the question if i can hit something is often only solved by equipping a laser marker, in SilentStorm (1&2) i often found windows (even opened) to be exellent bullet-catchers although i should be able to shoot through.
Last pathing, see 'Hired Guns, the jagged edge'. 3d Maps with nice hills, collapsible buildings & nice stuff. HORRIBLE PATHING! For some reasons making maps more complex means we need a better pathing system - you might want to make it clear what we can or cant do with the enviroment.
On enviroment & enviromental destruction. JA2 was (imho) surpassed only by the UFO-series in regard to enviroment & its role in combat. Collapsing entire building blocks to access hidden enemies is in JA2 impossible, though blowing holes in walls really, really helped alot in the later sectors. In modern games the SilentStom-series takes away the cake - the enviromental destruction (in addition to be able to finally climb though windows) is simply beautiful. A bit on the simple side when it comes to mechanics but a defining step foreward because we can actually USE it to open up new ways to access stuff through climbing.
Stuff like climbing trhough windows, climbing trees, sliding down or climbing up slopes are a small steps in terms of a more accessable enviroment, leading to a more belivable world. (In JA2 we are being stopped by a 2-3m high cliff - and i dont mind it but ...eh)
But again always doublecheck your pathing system lest you end up like the Brigade-series, with a 120m detour to reach a spot thats 10m away & only 2m lower on a slope.
Well, does that help? I do can offer the same stuff in german if demanded.