Jagged Alliance Online was a browser-based tactical MMORPG developed by Cliffhanger Productions and published by Gamigo AG and BitComposer Games. It was announced on August 18, 2010. The game was permanently closed on 30 November 2018.
Development[]
Jagged Alliance Online was developed by Vienna-based Cliffhanger Productions and features full 3D graphics.[1] It was a free-to-play game made in Unity.
The MMO offers the usual Jagged Alliance game mechanics, a mix of turn-based combat and real-time action. From a 3D isometric perspective, each player controls and maintains a group of mercenaries and is tasked to use their abilities to complete missions and collect money and build reputation. To succeed, players are required to train and equip their mercenaries with better weapons and tools. Players can also help each other working together to complete battlegrounds and there are also player versus player battles. Players operate from a Headquarters which can be built up and improved upon. From here players can send their mercenaries on over 100 missions around the globe. Although the game is free, there is additional single player content that needs to be purchased, which can be done so online.
Gamigo AG and bitComposer Games announced at Gamescom 2010 that a new title, Jagged Alliance Online, a web browser tactical MMORPG was in development and due for a 2011 release.[2] A closed beta version was released on November 18, 2011.[1] A multiplayer mode was added to the beta on January 16, 2012.[3] An open beta version was released on February 16, 2012.[4] The game received a major update before a 2013 Steam release.[5][6]
Jagged Alliance Online won the 2012 Deutscher Entwicklerpreis for best browser game.[7][8]
Jagged Alliance Online was shut down in April 2015. A successor, Jagged Alliance Online: Reloaded, was released in May 2015 by Cliffhanger Productions.[9] Reloaded was shut down on November 30, 2018.[10]
Gameplay[]
The gameplay was turn-based, in a manner similar to Jagged Alliance, Jagged Alliance: Deadly Games and Jagged Alliance 2. At the same time, it was also greatly simplifed, with most abilities and skills taken out. There were only five things a merc could do: move, switch stance, look in a direction, pick up, and shoot/reload. Instead of thrown explosives, the player had to shoot strategically placed fuel barrels to cause explosions.
One distinguishing mark was Camp HQ, which was given to each player who registered in the game. This base is composed of the following buildings, which could have been upgraded throughout the game:
- Workshop for repairing weapons and armor.
- Hospital for healing injured Mercenaries.
- Storage for keeping supplies.
The base also contained two cars, serving as buildings: Merc Agency camper and Trader pick-up, which could not be upgraded.
The Camp HQ[]
The access to this facility was granted after registering, opening the game and passing the tutorial mission. One of the in-game quests relied on developing the base to the maximal available level. Each upgrade required Dollars obtained after successfully carrying out missions. Any given mission may had been attempted as many times as desired. However, the greater the Reputation Level the player obtained, the fewer money they received for repeating the successfull mission. At above Reputation Level 50, the most profitable were the missions from top of the request list (45-50).
Merc Pool[]
At the bottom of the screen was the player's merc pool. It listed all the hired mercenaries and displayed their status. On the right side was the HQ storage described below. The top panel displayed the player's company info. Reputation was the most important. Higher reputation allowed buying better gear and hire better mercs. It is earned by completing missions.
Hospital[]
This building was used to heal injured mercs after missions. New players were gived Level I hospital, which could be gradially upgraded as far as to Level VI. Each upgrade required money, Reputation, Fuel, and additional resources, in return providing Reputation bonuses by their own, Increases in Effort, Effectiveness and Success Rates, plus giving bonus Tool Slots on Level II upgrade.
The cost of Base upgrades relied on the building level - Level 1 improvements did cost from a couple to below 20 000 USD per component, while the top-level upgrades may have cost even a quarter million of Dollars per base element. Apart from Next Level upgrades, there were additional upgrades unlocked after completing a Level upgrade. Those required additional costs to carry out. the table below provides the upgrade mechanism used in the game:
Name | Upgrade | Requirements | |||
---|---|---|---|---|---|
Rep | Money | Fuel | Resources | ||
LEVEL II |
Reputation: +100 Success Rate: +5% Tool Slots: +1 |
3 | 1434 | 3 | Penicilin x 2 |
Relay | Effort: +1 | 5 | 2448 | 1 |
Controller Chip x 1 |
Old Anatomy Book | Success Rate: +2% | 4 | 1434 | 1 | Airforce IOU x 2 |
Hot Nurse Pin-Up |
Reputation: +250 Success Rate: +5% Effectiveness: +2 |
47 | 28128 | 10 | Airforce IOU x 8 |
LEVEL III |
Reputation: +200 Success Rate: +2% |
10 | 4949 | 3 | Penicilin x 3 |
Shrink |
Reputation: +50 Effectiveness: +5 |
17 | 8631 | 2 | Airforce IOU x 4 |
Downers | |||||
Anatomy Figure | |||||
LEVEL IV |
Reputation +400 Success Rate: +5% Effectiveness +3 |
20 | 10298 | 5 | Monitoring Tool x 5 |
Power Line | Effort: +2 | 26 | 13810 | 3 | Controller Chip x 5 |
Sterile Interior |
Success Rate: +5% Effectiveness: +4 |
22 | 11436 | 3 | - |
Straight Jacket | Success Rate: +15% | 28 | 15029 | 3 | |
Hot Assistant | Success Rate: +2% | 24 | 12619 | 3 | Airforce IOU x 5 |
LEVEL V | |||||
Power Generator | Effort: +2 | 40 | 22944 | 10 | Controller Chip x7 |
Blood Reserves | Effectiveness: +5 | 35 | 19479 | 5 | - |
Monitoring Tools | |||||
Hot Nurse Pin-Up |
Reputation +250 Success Rate: +5% Effectiveness +2 |
47 | 28168 | 10 | Airforce IOU x8 |
LEVEL VI |
Reputation +1600 Success Rate: +20% Effectiveness +10 |
40 | 22944 | 10 | Monitoring Tool x 7 |
Cooled Organs | Effectiveness +3 | 42 | 24382 | 7 | Tree Sap x8 |
Workshop[]
This facility is used for repairing weapons and equipment. Upgrades are carried out just like the Hospital - following the table below:
Name | Upgrade | Requirements | |||
---|---|---|---|---|---|
Rep | Money | Fuel | Resources | ||
LEVEL II |
Reputation: +100 Success Rate: +3% Tool Slots: +1 |
3 | 1434 | 2 | Machine Oil x 2 |
Relay | Effort: +1 | 5 | 2448 | 1 |
Controller Chip x 3 |
Rusty Bench Vice | Success Rate: +2% | 7 | 3420 | 1 | |
LEVEL III | |||||
Blueprints | |||||
Database | |||||
Miss January |
Reputation: +50 Success Rate: +5% |
18 | 9213 | 2 | Airforce IOU x 4 |
LEVEL IV |
Reputation: +400 Success Rate: +5% |
20 | 12098 | 5 | Bike Parts x 5 |
Power Line Upgrade | Effort: +2 | 24 | 12619 | 3 | Controller Chip x 5 |
Spare Parts Box | Effectiveness: +2 | 27 | 14375 | 3 | - |
Gunsmith Training | Success Rate: +8% | 37 | 20832 | 5 | Video Game x 7 |
Workshop | Tool Slots: +1 | 22 | 11436 | 3 | Earmuffs x 5 |
LEVEL V | |||||
Power Generator | Effort: +2 | 32 | 17518 | 5 | Controller Chip x 6 |
Original Spares | |||||
LEVEL VI |
Reputation: +1600 Success Rate: 12% |
40 | 22944 | 10 | Bike Parts x 7 |
Welding Torch | Success Rate: 12% | 44 | 25864 | 8 | Machine Oil x8 |
Storage[]
This building is used to store equipment not currently in use - both weapons, ammunition, medical supplies, and other gear. It is upgraded as following (certain upgrades remind God Bars instead of Money) :
Name | Upgrade | Requirements | |||
---|---|---|---|---|---|
Rep | Money | Fuel | Resources | ||
Level II | Reputation: +200 | 2 | 966 | 3 | |
Small Gun Rack | Gun slots +1 | 3 | 1434 | 3 | |
Surplus Ammo Box | Ammo slots +1 | 4 | 1928 | 3 | - |
Dorm Locker | Armor slots +1 | 7 | 3420 | 3 | - |
Medicine Box | Med tool slots +1 | 5 | 2448 | 3 | - |
Tool Box | Repair tool slots +1 | 6 | 2886 | 3 | Gun Crates x 9 |
Swim Suit Pin-Up | Reputation: +50 | 10 | 4949 | 3 | - |
LEVEL III | Reputation: | ||||
Gun Locker | |||||
Tool Chest | 24 | 12619 | 5 | - | |
Locker | 21 | 10890 | 5 | - | |
Medicine Cabinet | |||||
Wood Ammo Crates | |||||
CRT Television | Reputation: +100 | 26 | 13810 | 5 | - |
LEVEL IV | Reputation: +1200 | 27 | 14375 | 7 | Sand Bags x 6 |
Large Gun Locker | 28 | 111 | 7 | Gun Crates x 4 | |
Modern Ammo Crate | 30 | 16268 | 7 | - | |
Locker Set | 29 | 15606 | 7 | - | |
Pharma Locker | 37 | 146 | 7 | - | |
Allen Toolbox | 32 | 17518 | 7 | - | |
Foozball Table | Reputation: +300 | 40 | 22944 | 7 | - |
Cash and Gold[]
The top panel displayed the player's cash and gold. Cash wass earned through missions and was used to hire mercs and buy gear. Gold was rare and could be traded for unique guns and items, as well as hiring mercs permanently.
Shops[]
Two shops were accessible: one for buying weapons , armor , ammo, and consumables and one for hiring mercenaries. Clicking on the Shop button opened the shop's window.
Fuel[]
The player's HQ was set up in a remote location, so the player was dependent on their own generator. The hospital and workshop needed fuel to power their tools. Fuel was replenished over time and could be bought with gold.
Game modes[]
The strategic map screen allowed to select, where player's mercs were to be deployed. The options were as following:
- Missions - each mission was composed of a couple of smaller tasks. Completing them all generated payment for the player, with the possibiity of obtaining special trophies.
- the PvP arena - described below.
- War Zones - the first one was unlocked after the player reached Level 25. After reaching Level 35 on the War Zone, another one was unlocked. Access to more than 2 War Zones required buying the Campaign Pack.
In July 2013, an update made the mission pack paid as the "Campaign Pack" - the first 15 missions in the game were freeware, but the remaining ones had to be paid by the player. The payment provided Gold bar bonus 500, which could be spent on any upgrade.
World Map[]
Contract Selection[]
It was accessed by clicking on a contract to select it. A contract consisted of a number of missions - each mission was to be paid for in cash upon completion. The player could always go back to previous contracts and replay them.
Contract Requirements[]
Not all contracts were highlighted in the beginning. For some, it was need to increase the player's reputation first, others required completing a special contract.
Mission Selection[]
After choosing a contract, a mission could be selected. The player had to complete the missions in the correct sequence, still, it was possible to replay any mission desired.
Mission Rewards[]
The client paid for each completed mission. In addition, the player also gained reputation by completing missions. Some missions generated additional rewards such as resources or special items.
Merc Deployment[]
This setting worked similarly like in Jagged Alliance 2 - the player could assign their mercenaries to the selected mission. To do so, it was needed to drag their portraits from the merc pool to the deployment slots. If the mercs were carrying restricted gear, a notification appeared.
Start Mission[]
When the player was happy with their selection of mercenaries, they coud click the 'Start Mission' button to deploy their mercs to the mission. The mission began.
Characters[]
Mercenaries in the game could only be hired via A.I.M. and this was the only way to obtain them. Gus Tarballs made a comeback as the narrator, guiding the player through most of the missions. Most of the characters from Jagged Alliance 2 returned as well including many characters that were previously RPCs such as Dynamo and Dimitri. M.E.R.C. was disbanded, though their employees cold now be found in the A.I.M. roster. In addition, the game introduced a couple of new mercenaries, such as Take and Natasha.
The first four merc slots were free, while any slot above the fourth required payment in Gold Bars - 15 bars per slot. Therefore, it was suggested that redundant Gold Bars were spent on merc slots to increase manpower.
All the mercs could be hired for 14 days, either by paying them in US Dollars or in Gold. The second method was more profitable due to better reskill costs (69 Gold instead of 139 Gold when the merc was hired for Dollars) and access to Uncommon and Rare items for the mercs, as long as they were not Elite-tier mercs. After the 14-day contract passed, the merc was not automatically removed from the unit, but became inactive (unable to be taken for missions until the contract was renewed). The merc could still be used as an item carrier. To make a mercenary leave the player's unit, the merc in question had to be Dismissed using proper menu button.
Character classes[]
Characters were separated into classes, which informed what traits each mercenary had and what weapons and abilities they specialize in. The available classes were Scout, Commando, Soldier, Sniper and Gunner.
Each Class in the game had an alinged class set, which could be bought in the store as PACKAGES. Those Class Sets were combinations of items (body Armor, Head gear, weapon, and ammunition) for certain class in the game. Different Packages appeared avialable in the store as player's progress in the game took place. For example, it was possible to buy Basic sets at 5 points of reputation and advanced sets after reaching 27 points of Reputation.
Steam version of the game did not allow to use Gold for purchases.
Basic Sets (4,500 IG$) aprox. 45 GOLD[]
- Soldier Set: Sturmgewehr 44 - Rare, Army Face Paint, 2X 7,62 FMJ.
- Commando Set: Shipka, ski mask, 2X 9mm FMJ
- Gunner Set: RPK, Bandolier, 2x 7,62 FMJ
- Sniper Set: SV-99, Sniper Cap, 2X 5,56 FMJ
- Scout Set: MKS 995, Mounty Hat, 2X 9mm FMJ
Action Point system[]
Every mercenary in the game had basically 20 Action Points (AP). Characters labeled as Scouts and Commandos had additional 1 AP due to Class Bonus. High Reflexes also provided AP bonus:
- Reflexes from 40 to 79 generated an additional 1 AP
- Reflexes from 80 to 119 gave a 2 AP bonus total.
For example, a Scout character with Reflexes 75 had 22 Action Points due to following scheme: 20 AP (basic) + 1 AP (Scout Class) + 1 AP (Reflexes 75) = 22 AP.
Mercenraries Table[]
Apart from the free mercenary the player could create when starting the game, it was possible to hire additional mercenaries from Mercs Agency in the camp. These were characters well known from previous Jagged Alliance games. They could be hired either for set period of time (using regular in-game currency) or indefinitely (for Gold Bars).
The aim of this table is to show price in gold bars when mercenary is still in Merc Agency. Price in gold bar for mercs that were leveled up is higher then for Mercs still in Merc Agency - this is a known bug and will be fixed some day.
Name | Class | Lvl | Spec 1 | Spec 2 | Resource | Gold | HP | AP | End | Str | Ref | Dex | Per |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Maddog | Commando | 2 | END: -3 | STR: +3 | 282 | 105 | 20 | 9 | 26 | 32 | 27 | 13 | |
Steroid | Gunner | 2 | REF: -3 | PER: +5 | 282 | 178 | 15 | 27 | 32 | 11 | 18 | 19 | |
Buns | Sniper | 2 | END: -3 | STR: +3 | 282 | 79 | 16 | 9 | 21 | 18 | 27 | 32 | |
Ira | Scout | 2 | END: -3 | SR +3 | 282 | 84 | 18 | 11 | 13 | 18 | 32 | 27 | |
Dynamo | Soldier | 5 | REF: -5 | DEX: +3 | Beer | 282 | 145 | 17 | 18 | 32 | 11 | 31 | 15 |
Dimitri | Commando | 4 | DEX: -5 | SR: +3 | 323 | 112 | 20 | 15 | 19 | 33 | 25 | 13 | |
Grizzly | Gunner | 5 | STR: +5 | MG: +5 | 392 | 195 | 15 | 29 | 42 | 13 | 19 | 16 | |
Spider | Soldier | 5 | DEX: -5 | AR: +3 | 355 | 150 | 17 | 19 | 34 | 13 | 26 | 16 | |
MD | Scout | 6 | END: -5 | HG: +3 | 373 | 83 | 19 | 10 | 14 | 19 | 35 | 29 | |
Fidel | Sniper | 7 | REF: -5 | Rifle: +3 | Cuban Cigars | 373 | 85 | 16 | 14 | 16 | 16 | 30 | 35 |
Razor | Commando | 7 | PER: -5 | REF: +3 | 373 | 115 | 21 | 16 | 20 | 47 | 30 | 8 | |
Fox | Scout | 8 | Rifle: +5 | DEX: +5 | Evidence | 480 | 98 | 19 | 16 | 14 | 20 | 46 | 30 |
Grunty | Gunner | 24 | Ref: -5 | End: +3 | Beer | 323 | 248 | 15 | |||||
Gasket | Scout | 16 | Ref: -3 | SG: +3 | 325 | 97 | 19 | ||||||
Trevor | Scout | 25 | Per: -3 | SG: +3 | 382 | 104 | 20 | ||||||
Igor | Soldier | 29 | Ref: -5 | Dex: +3 | 2 Vodka | 304 | 188 | 18 | |||||
Barry | Commando | 32 | Per: -5 | Str: -3 | 376 | 128 | 23 | ||||||
Danny | Gunner | 32 | SR: +3 | Str: +3 | 482 | 262 | 16 | ||||||
Thor | Soldier | 37 | MG: +3 | Dex: +5 | 570 | 199 | 19 | ||||||
Hitman | Sniper | 37 | Str: -5 | SR: +5 | 485 | 95 | 18 | ||||||
Ice | Commando | 40 | MG: +3 | SMG: +3 | 570 | 139 | 23 | ||||||
Buzz | Gunner | 40 | MG: +5 | SMG: +5 | 2 Gun Licenses | 583 | 277 | 16 | |||||
Raider | Soldier | 43 | End: -3 | AR: +5 | 2 Cuban Cigars | 491 | 202 | 19 | |||||
Cliff | Sniper | 43 | End: -5 | HG: +5 | 553 | 94 | 18 | ||||||
Ivan | Gunner | 46 | Ref: -5 | AR: +5 | 2 Vodka | 481 | 292 | 16 | |||||
Blood | Commando | 46 | SR: +3 | Dex: +5 | 696 | 144 | 24 | ||||||
Dr. Q | Scout | 46 | Rifle: -5 | Dex: +3 | 548 | 122 | 21 | ||||||
Raven | Sniper | 49 | SMG: +3 | Dex: +3 | Cuban Cigars | 697 | 110 | 19 | |||||
Static | Soldier | 49 | Str: -3 | Dex: +3 | Truck Parts | 634 | 215 | 19 | |||||
Wolf | Commando | 52 | Per: +3 | Str: +3 | 748 | 155 | 24 | ||||||
Iggy | Gunner | 52 | Per: -5 | MG: +3 | Controller Chip | 629 | 304 | 17 | |||||
Scope | Sniper | 55 | Dex: -5 | SR: +5 | 731 | 114 | 19 | ||||||
Stephen | Soldier | 55 | End: -3 | Str: -3 | 521 | 218 | 19 | ||||||
Bull | Gunner | 58 | Str: +3 | End: +3 | 866 | 330 | 17 | ||||||
Reaper | Commando | 58 | Ref: +5 | SMG: -3 | Jungle Guide | 846 | 157 | 25 | |||||
Malice | Scout | 58 | Ref: -5 | End: +3 | 679 | 140 | 21 | ||||||
Scully | Soldier | 61 | HG: +5 | Ref: -3 | 911 | 237 | 19 | ||||||
Conrad | Sniper | 61 | Per: -3 | SMG: +5 | 911 | 119 | 19 | ||||||
Magic | Commando | 64 | Per: +5 | Ref: +5 | 1142 | 163 | 25 | ||||||
Cougar | Gunner | 64 | AR: +5 | 1028 | 332 | 17 | |||||||
Lynx | Sniper | 67 | Per: +5 | 1109 | 125 | 20 | |||||||
Sgt.Len | Soldier | 67 | MG: +3 | AR: +5 | 1159 | 247 | 20 | ||||||
Shadow | Commando | 70 | Per: +5 | Dex: +5 | 2 Jungle Guide | 1332 | 168 | 26 | |||||
Gus | Gunner | 70 | MG: +3 | End: +5 | 2 Arulco Silver | 1266 | 359 | 17 | |||||
Sidney | Scout | 70 | Ref: +5 | SG: +5 | 2 Blood Diamond | 1066 | 143 | 22 |
Mercenary Experience[]
Mercenaries received experience just like in older games from the series. The system changed over, but the basic rules were as following:
- Experience received for killing enemies was related to Player's Mercenary Level, not the Player's Reputation Level.
- Each mission had its own base experience level, which grew with mission level. However, no systematic data has been gathered.
- Each contract had recommended merc level written in an info box.
- Each mission had its own recommended merc level, which increased by 1 in each consecutive mission in contract. For example, the contract called Rise and Shine has recommended merc level 5-7, which means that the mission Street Sweeper had recommended merc level equal to 5, Packin' Heat had recommended merc level 6 and Junkyard Dogs had recommended merc level equal to 7.
- The experience for completing a mission was calculated as following:
maximum for recomended merc level and +3 / -3 merc levels. The detailed table looks like this:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12+ |
100% | 100% | 100% | 100% | 90% | 80% | 70% | 55% | 35% | 25% | 15% | 5% | 5% |
Note that function was symmetrical (5 levels below and 5 levels over recomended merc level both would give 80% of maximum experience)
- Different colored mercs differed with amount of experience gained.
Recomended level | % of base XP | |
---|---|---|
WHITE | +1 | 100 |
GREEN | +2 | 117 |
BLUE | +3 | 207 |
PURPLE | +4 | 264 |
Finishing mission | +0 | 500 |
- Note that this table implies, that the perfect merc level was supposed to be between 1 above recomended merc level (purple enemies start to give maximum amount of XP) and 3 above recomended merc level (more and reward for finishing the mission will be reduced)
- Full table
Difference from recomended level | WHITE | GREEN | BLUE | PURPLE | Finishing mission |
---|---|---|---|---|---|
-12 | 5 | 6 | 10 | 13 | 21 |
-11 | 5 | 6 | 10 | 13 | 21 |
-10 | 5 | 6 | 1 | 13 | 63 |
-9 | 15 | 6 | 1 | 13 | 125 |
-8 | 25 | 18 | 10 | 13 | 176 |
-7 | 35 | 29 | 31 | 13 | 276 |
-6 | 55 | 41 | 52 | 40 | 350 |
-5 | 70 | 64 | 73 | 66 | 400 |
-4 | 80 | 82 | 114 | 93 | 450 |
-3 | 90 | 94 | 145 | 145 | 500 |
-2 | 100 | 106 | 166 | 185 | 500 |
-1 | 100 | 117 | 187 | 211 | 500 |
0 | 100 | 117 | 208 | 238 |
500 |
1 | 100 | 117 | 207 | 264 | 500 |
2 | 100 | 117 | 207 | 264 | 500 |
3 | 100 | 117 | 207 | 264 | 500 |
4 | 100 | 117 | 207 | 264 | 450 |
5 | 90 | 117 | 207 | 264 | 400 |
6 | 80 | 106 | 207 | 264 | 350 |
7 | 80 | +5 | 187 | 264 | 275 |
8 | 55 | 82 | 166 | 238 | 175 |
9 | 35 | 64 | 145 | 211 | 125 |
10 | 25 | 41 | 114 | 185 | 75 |
11 | 15 | 29 | 73 | 145 | 25 |
12 | 5 | 18 | 52 | 93 | 25 |
13 | 5 | 6 | 31 | 66 | 25 |
14 | 5 | 6 | 11 | 40 | 25 |
15 | 5 | 6 | 11 | 13 | 25 |
16 | 5 | 6 | 11 | 13 | 25 |
Final remark - the proprtion between experience for kills seemed to be stable, while the amount XP for finishing mission may had varied. It was tested most extensively on missions with recommended level around 40.
Missions[]
Missions were available after entering the World Map. After choosing the Contract, the mission selection window opened with a list of available missions for that contract, monetary reward, Reputation gained when the mission is accomplished and Achievement Conditions for each mission. Certain amount of fuel and sometimes other resources or requirements were needed to start the mission. Reputation Rewards depended on company overall reputation level - the best reputation "prize" awaited for a contract which was unlocked at a certain level, although it also meant slightly higher difficulty. When the Merc enary Company had a much higher reputation level than the contract - the reputation reward was also close to nothing. Experience points gained from killing enemies were different and depended on mercenary level. Below are all available missions listed contract by contract.
- Reputation level needed for the chapter to become available is written in blue;
- Mercs - number of mercs slots in the mission and optimal mercenary level for getting EXP;
- Money - monetary reward for successfully finishing the mission;
- Resources - possible additional reward for finishing the mission.
Remember 1999[]
Reputation level 1 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Blood, Sweat… | 1 | 1 | 20% Gun Crates, 20% Machine Oil | |
… and Tears | 1 | 1 | 45% Penicilin, 20% Gun Crates | |
Boat Ride | 1 | 1 | 30% Controller Chip, 10% Penicilin, 10% Machine Oil |
Arulco's Last Dogs[]
Reputation level 3 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Picking up the pieces | 2 | 2 | 60% Machine Oil, 20% Controller Chip, 20% Penicilin | |
Nostalgia | 2 | 2 | 40% Machine Oil, 20% Gun Crates | |
Last Stand | 2 | 2 | 50% Penicilin |
Rise and Shine[]
Reputation level 5 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Street Sweeper | 2 | 2 | 30% Gun Crates, 50% Controller Chip | |
Packin' Heat | 2 | 2 | 20% Controller Chip | |
Junkyard Dogs | 2 | 2 | 60 % Gun Crates |
Hell Hath no Fury[]
Reputation level 7 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Drinking Buddies | 2 | 2 | 20% Penicilin | |
Beloved Baby | 2 | 2 | 50% Controller Chip, 30% Machine Oil | |
My Home is My Castle | 2 | 2 | 30% Gun Crates, 40% Controller Chip, 20% Penicilin | |
High Noon | 2 | 2 | 20% Airforce IOU |
One Percent[]
Reputation level 10 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Watering Hole | 3 | 3 | 30% Controller Chip | |
A Spanner in the Works | 3 | 3 | 20% Gun Crates | |
Rain on our Parade | 3 | 3 | 30% Gun Crates, 20% Airforce IOU | |
Delivery of Packaged Goods | 3 | 3 | 50% Gun Blueprints, 20% Penicilin | |
Picnic | 3 | 3 | 20% Gun Crates,20% Penicilin,20%Airforce IOU | |
Flat Tires | 3 | 3 |
50% Machine Oil, 30% Monitoring Tool, 20% Penicilin, 20% Gun Blueprints |
A family's little blemish[]
Reputation level 14 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Sing, sing, sing… | 3 | 3 | 40% Gun Crates, 35% Airforce IOU | |
12 Feet under | 3 | 3 | 60% Machine Oil, 20% Earmuffs | |
Get off my property | 3 | 3 | 44% Airforce IOU, 25% Controller Chips | |
Change of plans | 3 | 3 | 20% Gun Blueprints, 20% Monitoring Tool |
An end to White Christmas[]
Reputation level 17 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Gardening 101 | 3 | 3 | ||
Movable Assets | 3 | 3 | ||
Goodbye Johnny | 3 | 3 |
Maritime Mishap[]
Reputation level 19 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Deep Blue | 3 | 3 | 30% Air Force IO, 20% Controller Chip | |
Golden Goose | 3 | 3 | ||
Breaking and Entering | 3 | 3 | ||
We Aim To Please | 3 | 3 |
Piracy Disenchanted[]
Reputation level 22 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Arrr! | 4 | 4 | Oil | |
Bounty Bay | 4 | 4 | ||
No Mercy | 4 | 4 | BIKE PARTS 40%, IOU 10%, CONTROL CHIP 10%, EARMUFF 10% also lots craft supplies | |
The Root of Evil | 4 | 4 |
Balikwe Blues[]
Reputation level 25 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Hostile Takeover | 4 | 4 | ||
Sanyachi | 4 | 4 | ||
Arms for the Poor | 4 | 4 | ||
Run for the Hills | 4 | 4 |
A Night to Remember[]
Reputation level 28 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
The Spy who... | 4 | 4 | ||
Shovel & Lime | 4 | 4 | ||
Forest Hideouts | 4 | 4 | ||
High C-4 | 4 | 4 | ||
Deathly Delivery | 4 | 4 | ||
A Kill with a View | 4 | 4 | ||
Extraction | 4 | 4 |
Letters from Marque[]
Reputation level 33 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Ahio there | 4 | 4 | ||
Cargo Surprise | 4 | 4 | ||
Retaliation | 4 | 4 | ||
Revenge | 4 | 4 | ||
Reconciliation | 4 | 4 |
Hole in the Ground[]
Reputation level 37 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Homesteading | 4 | 4 | ||
Takeover | 4 | 4 | ||
Mountain Retreat | 4 | 4 | ||
Minuteman | 4 | 4 | ||
The Bottom of it | 4 | 4 |
Operation Snowplow[]
Reputation level 41 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Supply Train | ||||
Two Minutes | ||||
Port Assault | ||||
Boarding Party! | ||||
Cargo Inspection |
A Tear for Times Past[]
Reputation level 48 | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Hold Up | ||||
Stir Fried? | ||||
Sweatshop | ||||
Economic Damage | ||||
The Dear Departed |
Been there done that[]
Reputation level | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Smells Like History | ||||
Snowdrift | ||||
Local Ambitions | 5 | 5 | Medium Med Kit, HK MG4 uncommon | |
Deal Gone Bad |
Deal Gone Bad[]
Reputation level | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Party Crashers | ||||
Naked Truth | ||||
Bread Crumbs | ||||
Stowaway | ||||
D-Day | ||||
The Truth is in the Dirt | ||||
Slumdog Billionaire |
Balikwe Cleanup[]
Reputation level | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Cancellation Of Contract | ||||
Loose Ends | ||||
Fail Me Once | ||||
Fail Me Twice |
UXO[]
Reputation level | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Illicit Deals | ||||
Living Large | ||||
A Tale In The Desert | ||||
Crisis Averted |
Balikwe Third's the charm[]
Reputation level | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Insertion | ||||
Military Annoyance | ||||
Goin' Ballistic | ||||
Arms for The Poor | ||||
Like Christmas | ||||
Coup d' Etat |
Kingmaker[]
Reputation level | Mercs | Fuel | Resource Drops | |
---|---|---|---|---|
Landfall | ||||
Funding Problem | ||||
Supply Drop | ||||
Chain of Command | ||||
An Eye... | ||||
Wetwork | ||||
Frontal Assault | ||||
Hole In The Ground |
Hidden Heroes[]
Achievement Score 60 | Mercs | Requirements | Resources | ||
---|---|---|---|---|---|
Hidden Heroes |
Selecting Mercs[]
To select a mercenary, they had to be left-clicked in the 3D axreen. Alternatively they could be selected by clicking on the portrait on the left side. Right-clicking on a merc portrait centered on that merc in the 3D view.
Movement[]
Moving around required hovering the player's mouse over an empty spot on the ground. A path appeared on screen with the tiles, that could be reached. Those were highlighted in blue. Right-clicking changes the movement mode.
Weapon Element[]
On the bottom of the screen, the weapon element was visible. It showed the current weapon in use, ammo and weapon status and also contains the fire mode and ammo toggle switches. To reload, the weapon needed to be clicked.
Turn Logic[]
Each action performed by the player costed action points, and each merc received action points at the start of each round depending on merc's speed and agility. Wounds could reduce the number of action points a merc has.
Shooting[]
Opening fire at the target required moving the player's mouse cursor over it. A number indicating the chance of hitting appeared. The chance to hit could had been increased by move closer or aiming by right-clicking.
Range
Each weapon had a minimum and a maximum range. If the target was out of the maximum. range, the player's chance of hitting them dropped rapidly. Using weapons below the minimum range also caused having a lower chance to hit the target.
Target Areas
The enemies had two target areas - the body and the head. Shots allocated to the head were much more difficult to get, but they caused massive damage, especially if the enemy was not wearing a helmet. The cursor was used to choose between the target areas.
Damage
Each character had a number of hit points and each successful attack caused damage. Once a character - enemy or mercenary - was out of hit points, they died. Weapons damage could be increased by using special ammunition.
Status Effects
When a merc got hurt, they would suffer injuries that required special healing items or a hospital. Whenever a merc was disabled in combat, they needed to be revived with a defibrillator in the HQ hospital.
PvP[]
The PvP Battlegrounds was a duel platform for players all around the world. The access was unlocked once the player reached Reputation Level 10. Each won combat generated:
- Honor Points, which granted access to Uncommon and Rare items in store;
- Battle Points, used to determine player's position in the game's leaderboard;
- Dog Tags - providing an additional defeated opponents' ranking. Each defeated opponent generated one Dog Tag.
The PvP offered two optional combat modes - Deathmatch and destroying enemy's antennae set. Attending the PvP arena was the only way to obtain the PvP-tier weapons and outfits, many of which were superior to their regular versions. After each completed combat (won or lost), all the items brought by the player to the arena were restored to their condition prior the combat. Fleeing combat or interrupting it did not grant this feature.
PvP Bonuses[]
The Battleground matches offered receiving bonuses for fulfilling certain requirements. Additional 30% Honor Points bonus and 20% Experience bonus were applied to playes, who deployed no more than 3 mercs in single combat, scored five headshots and used up no more than 50 bullets.
The Battle Points System[]
Jagged Alliance: Online relied on the Elo rating system in the Arena combat. Each pleayer had assigned their amount of Battle Points, which reflected their combat abilities. Every won game generated additional Battle Points, each lost combat caused those points to decrease. The obtainable amount of Battle Points depended only on the opponent's amount of Battle Points.
System requirements[]
- OS: Windows XP, OS X 10.5 Leopard
- CPU: Intel Core 2 Duo
- RAM: 2 GB DDR2
- Chipset: GM 965
- Graphics: GMA X3100
- HDD: 5400 RPM + 500 Mb free disc space (also depends on browser and OS)
- Browser: Internet Explorer 8+, Firefox, Opera, Safari
- Active internet connection
Media[]
Reception[]
The game has received mixed reviews. Certain gamers liked the PvP system, others complained about solutions in the game.
References[]
External links[]
"It is like our work is unfinished."
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- ↑ 1.0 1.1 Gamigo's Jagged Alliance Online Now in Closed Beta Phase (18 November 2011).
- ↑ JAGGED ALLIANCE ONLINE: EIN KLASSIKER KEHRT ZURÜCK (German) (17 August 2010).
- ↑ Jagged Alliance Online Multiplayer Mode Released (16 January 2012).
- ↑ Jagged Alliance Online goes into open beta. Gamer Network (16 February 2012).
- ↑ Jagged Alliance Online to be overhauled for Steam release. Gamer Network (9 April 2013).
- ↑ Jagged Alliance Online will make all content free from the start. Gamer Network (15 May 2013).
- ↑ Jagged Alliance Online (24 May 2019).
- ↑ JAO gewinnt "Bestes Browsergame 2012″ Preis (German) (13 December 2012).
- ↑ The Latest Jagged Alliance Game Was Saved From Free-To-Play Hell. G/O Media (24 September 2015).
- ↑ ATTENTION! SERVERS CLOSING NOVEMBER 30th!!!. Valve Corporation (15 October 2018).