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Old 10-02-2005, 09:07 PM   #1
jareth_chong
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Join Date: Feb 2005
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I have three questions regarding Jagged Alliance:

Does the game have an overall time limit?

Is there a restriction or limitation on the development and advancement of a merc?

I would like to use Beth but I just can't fit her into my team. As a medic and secondary marksman, her functions are just too similar to Fox. I would like to hire both Beth and Fox, and develop them till the end.

Beth seems pretty smart (i.e., has good Wisdom) and to have potentials, and she is fast in picking up skills and cheap to maintain. In the long run, I can afford to train her in other skill areas to differentiate her from Fox, if the game does not put a restriction on a merc's skill advancement.

So, does the game have such restriction or limitation on the mercs?

Which "starting" mercs are worth keeping until the end

I have heard Grunty, as a cheap low-level merc in the beginning, will develop and be worth keeping until the end. Speck would be a good mechanic and decent medic at the end; I can give Speck physical training to make up for his agility and dexterity deficiencies. Looking at Hector's overall stats, I think he can grow and stay until the end. Vinny seems good at the beginning but, based on his stats and low wisdom, I do not think he can play with the "big guns" later into the games. I want to know which starting mercs have more potentials to grow so they can become heavy hitters at the end.

Which mercs are the more interesting and chatty than others

Supposingly, Ivan is a "must have". However, he is just not too interesting because he does not speak English or interact with other mercs. I want to know which mercs are move interesting and interactive with other mercs.

How can I get native guides other than Elio?

When can I get other native guides? Is killing off Elio the only way to access other native guides? Can I fire Elio (or any later native guide) and still get other native guides?

If anyone has any answer for me, please tell. Thanks.
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