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Author Topic: Question about CCS safe house takeover  (Read 1054 times)

fakechuck

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Question about CCS safe house takeover
« on: May 24, 2013, 01:47:48 pm »

The Conservative Crime Squad had just begun raiding my safe houses, and I allowed one group of liberals to escape instead of killing all of the Conservative scum.  This seems to have been a mistake as I cannot discover the way to reclaim my safe house from the CCS.

I have been sending my most competent raid squad into the safe house to shoot the place up many times, and all this seems to achieve is killing an incredible number of police.  As I was considering the absurdity of going through with spray paint and painting up the place (there is no CCS graffiti anyway), I thought I might ask if there is a feature I am missing in taking back captured safe houses.  I have not noticed any of the official CCS safe houses (Desert Eagle, etc) yet so it is just this one "incredibly strong"-hold.  Am I missing something?
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Jonathan S. Fox

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Re: Question about CCS safe house takeover
« Reply #1 on: May 24, 2013, 11:08:03 pm »

Oh, hm... the changes to the way you capture CCS safehouses (kill their leader rather than a quota of people) probably makes recapturing your old bases impossible.

Does anyone have any ideas for this?

The obvious option is to just re-enable the old mode of capturing for places that aren't normally a CCS safehouse, but I'm interested in other possibilities as well; I wasn't fond of the arbitrary "Kill ten dudes" rule in the first place, since it felt really hidden from the player.
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fakechuck

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Re: Question about CCS safe house takeover
« Reply #2 on: May 24, 2013, 11:21:57 pm »

In investigating this issue I eventually just took out the CCS.  I quite I liked the usual formula for taking over CCS safe houses in that there is a leader to kill which breaks the morale.  It would be nice if safe house surrender were a little less immediate, especially if the CCS is strong, but it is much better than the 'kill ten dudes' way.  I noticed that the aformentioned captured safe house vanished when I toppled the CCS, which probably should not happen.  At least with the crack house it makes sense to revert the site to a neutral building, but I am not sure exactly what would be best for other captured safe houses when CCS falls.

edit:  I was also courting a sleeper for the next CCS safehouse when they toppled (I used the backer list method).  Weeks after the CCS fell this agent gave me crucial information about the Robert E. Lee bunker under duress (I electrocuted and flayed him).  Of course this place no longer exists, though it would be cool if these invisible buildings could have some permanence.
« Last Edit: May 24, 2013, 11:58:16 pm by fakechuck »
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KA101

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Re: Question about CCS safe house takeover
« Reply #3 on: May 25, 2013, 01:59:29 am »

Oh, hm... the changes to the way you capture CCS safehouses (kill their leader rather than a quota of people) probably makes recapturing your old bases impossible.

Does anyone have any ideas for this?

The obvious option is to just re-enable the old mode of capturing for places that aren't normally a CCS safehouse, but I'm interested in other possibilities as well; I wasn't fond of the arbitrary "Kill ten dudes" rule in the first place, since it felt really hidden from the player.

Huh.  I take it that a site special stays visible if it has no effect?  Quickest way I can think of at 3 AM US Eastern would be to assign a CCS Lead position to each potential LCS safehouse, and just have its effects (or, ideally, appearance) based on CCS_RENTING = true.

(Presumption 1: CCS Leaders are a site special, similar to the CEO; 2: they're clearly marked as such so a big CCS sign would show up during LCS raid-defense.  I haven't actually gotten to a CCS base yet in the newer versions.)
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