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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[]

Camp HQ JAO
JAO interrupt

Example of an interrupt

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 1434DollarIcon 3 Penicilin x 2
Relay Effort: +1 5 2448DollarIcon 1

Controller Chip x 1

Old Anatomy Book Success Rate: +2% 4 1434DollarIcon 1 Airforce IOU x 2
Hot Nurse Pin-Up

Reputation: +250

Success Rate: +5%

Effectiveness: +2

47 28128DollarIcon 10 Airforce IOU x 8
LEVEL III

Reputation: +200

Success Rate: +2%

10 4949DollarIcon 3 Penicilin x 3
Shrink

Reputation: +50

Effectiveness: +5

17 8631DollarIcon 2 Airforce IOU x 4
Downers DollarIcon
Anatomy Figure DollarIcon
LEVEL IV

Reputation +400

Success Rate: +5%

Effectiveness +3

20 10298DollarIcon 5 Monitoring Tool x 5
Power Line Effort: +2 26 13810DollarIcon 3 Controller Chip x 5
Sterile Interior

Success Rate: +5%

Effectiveness: +4

22 11436DollarIcon 3 -
Straight Jacket Success Rate: +15% 28 15029DollarIcon 3
Hot Assistant Success Rate: +2% 24 12619DollarIcon 3 Airforce IOU x 5
LEVEL V
Power Generator Effort: +2 40 22944DollarIcon 10 Controller Chip x7
Blood Reserves Effectiveness: +5 35 19479DollarIcon 5 -
Monitoring Tools DollarIcon
Hot Nurse Pin-Up

Reputation +250

Success Rate: +5%

Effectiveness +2

47 28168DollarIcon 10 Airforce IOU x8
LEVEL VI

Reputation +1600

Success Rate: +20%

Effectiveness +10

40 22944DollarIcon 10 Monitoring Tool x 7
Cooled Organs Effectiveness +3 42 24382DollarIcon 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 1434DollarIcon 2 Machine Oil x 2
Relay Effort: +1 5 2448DollarIcon 1

Controller Chip x 3

Rusty Bench Vice Success Rate: +2% 7 3420DollarIcon 1
LEVEL III DollarIcon
Blueprints DollarIcon
Database DollarIcon
Miss January

Reputation: +50

Success Rate: +5%

18 9213DollarIcon 2 Airforce IOU x 4
LEVEL IV

Reputation: +400

Success Rate: +5%

20 12098DollarIcon 5 Bike Parts x 5
Power Line Upgrade Effort: +2 24 12619DollarIcon 3 Controller Chip x 5
Spare Parts Box Effectiveness: +2 27 14375DollarIcon 3 -
Gunsmith Training Success Rate: +8% 37 20832DollarIcon 5 Video Game x 7
Workshop Tool Slots: +1 22 11436DollarIcon 3 Earmuffs x 5
DollarIcon
LEVEL V DollarIcon
Power Generator Effort: +2 32 17518DollarIcon 5 Controller Chip x 6
Original Spares DollarIcon
DollarIcon
LEVEL VI

Reputation: +1600

Success Rate: 12%

40 22944DollarIcon 10 Bike Parts x 7
Welding Torch Success Rate: 12% 44 25864DollarIcon 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 966DollarIcon 3
Small Gun Rack Gun slots +1 3 1434DollarIcon 3
Surplus Ammo Box Ammo slots +1 4 1928DollarIcon 3 -
Dorm Locker Armor slots +1 7 3420DollarIcon 3 -
Medicine Box Med tool slots +1 5 2448DollarIcon 3 -
Tool Box Repair tool slots +1 6 2886DollarIcon 3 Gun Crates x 9
Swim Suit Pin-Up Reputation: +50 10 4949DollarIcon 3 -
DollarIcon
LEVEL III Reputation: DollarIcon
Gun Locker DollarIcon
Tool Chest 24 12619DollarIcon 5 -
Locker 21 10890DollarIcon 5 -
Medicine Cabinet DollarIcon
Wood Ammo Crates DollarIcon
CRT Television Reputation: +100 26 13810DollarIcon 5 -
LEVEL IV Reputation: +1200 27 14375DollarIcon 7 Sand Bags x 6
Large Gun Locker 28 111GoldBar 7 Gun Crates x 4
Modern Ammo Crate 30 16268DollarIcon 7 -
Locker Set 29 15606DollarIcon 7 -
Pharma Locker 37 146GoldBar 7 -
Allen Toolbox 32 17518DollarIcon 7 -
Foozball Table Reputation: +300 40 22944DollarIcon 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[]

World Map JAO

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.

PACKAGES JA-O

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.Reclev
  • 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[]

Igor-ja2

"It is like our work is unfinished."
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