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Author Topic: The non-violent crime squad  (Read 3999 times)

Ruttiger

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The non-violent crime squad
« on: August 23, 2012, 08:10:02 pm »

Liberal crime squad has a come a long way.  When I first started playing before fox started working on it was a fun game, but there was no such thing as loss.  Sure, you'd lose an important liberal every now and then, but your badass crime squad of elite liberals with 40 points in each weapon could kill... anything with one shot.

But now the games become... a game.  Your badass squad is never going to be able to punch apart torsos (a feature I've sorely missed).  Everyone is limited in power.  Losing your 15 persuasion/seduction/law/first aid/security liberal is a disaster.  It's hard to get people to 10 in anything, let alone 15, and if they get that far it's unlikely they can increase it further thanks to the harsh stat maximums.

Getting juice as well.  I'm in the habit now of having my founder and his inner circle only do low heat hits, but it's hard to 200 juice doing that.  3 or 4 murder sprees and you are at 200 already.  It's supposed to be risk/reward, but so much effort has been put into making sure without going on violent sprees that it becomes a combat grind to have effective teams.  My doctor and my hacker have to have a murder rap sheet a mile long to be effective as doctors and hackers, and that really puts me in a crappy place.  I don't wanna vet my doctors and hackers for agility and health, that's just a grind.  I don't wanna put them into combat situations cause that's not what they are for.  Why can't they get past 100 juice hacking and healing?  It really hurts the experience that there's only one direction to go, and that's all violence, all the time.  It used to be the point, that you are getting your message out by killing everyone who disagrees, but the game has evolved so far beyond that it seems inappropriate not to have an alternative.

As well, I'd like to point out one of my favourite things from the old game.  You could recruit genetic monstrosities with guitars.  I loved the fire bunny squads, cause their melee attacks were fire breath.  They sucked, their combat stats were shit, so a group of 30 might produce 6 decent fighters (and a lot of rabbit corpses), but it was worth it when your rabbits got in and burned off faces, limbs and torsos. 

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brainfreez

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Re: The non-violent crime squad
« Reply #1 on: August 24, 2012, 04:08:39 am »

in the old version you could easily die to a punch to the body , like my M16 armed squad leader did .

Damn how can a teenager 1 punch kill you !

i agree , the LCS is nothing more than just a violent group of party poopers or if you  have 6 hackers and a writter all you must do is just hold W .
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Jboy2000000

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Re: The non-violent crime squad
« Reply #2 on: August 24, 2012, 04:15:18 am »

You don't even need a writter to write for the Liberal Guardian, you can just post special editions.
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Jonathan S. Fox

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Re: The non-violent crime squad
« Reply #3 on: August 24, 2012, 04:18:23 am »

In the old version, you couldn't have writers for the Liberal Guardian, and special editions gave everyone in the LCS +50 juice.
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brainfreez

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Re: The non-violent crime squad
« Reply #4 on: August 24, 2012, 04:24:59 am »

the special editions are just a minor thing , if you post every day , you get better results .
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EuchreJack

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Re: The non-violent crime squad
« Reply #5 on: August 24, 2012, 08:32:45 am »

It would be nice if there was more non-violent stuff to do.

You are aware that hackers can get 150 juice by hacking the right sites (CIA databanks or somesuch), right?

Everyone in the LCS also gets juice when the CCS is destroyed.  Not sure if they all get juice per safehouse, or only if the entire CCS is destroyed.  So the pacifists back at base can share in the juice of the Ultraviolent.

Juice also travels up the chain.  If the leader never engages in violence, they will still get a tiny bit of the juice their more violent subordinates rack up.

Even thought stats and skills might seem harder to gain (I certainly haven't notices a difference, honestly), they are no longer capped at 20.  If you got a mutant with a high starting stat, that stat can just keep pumping up until they reach the highest ranks of liberalism.  And in the current version, stats mean more than skills in combat.

For combat, dodge is no longer optional: It's mandatory.  If you are sending out liberals to commit violence without at least 2 dodge, expect corpses.  And that is the absolute minimum: a skill of 4 in dodge is the point where your liberals can actually dodge bullets reliably.

Liberal crime squad has a come a long way.  When I first started playing before fox started working on it was a fun game, but there was no such thing as loss.  Sure, you'd lose an important liberal every now and then, but your badass crime squad of elite liberals with 40 points in each weapon could kill... anything with one shot.

Dude, what version where you playing?  Long as I can recall, the cap for stats and skills has been 20 until very, very recently (the 2011 version, to be precise).

harsh stat maximums.

Wait a sec, you're not playing the current version.  There are no stat maximums.  Skill maximums yes, stat maximums no.  As for skill maximums: recruit better liberals, and the caps are higher.  Stroll for mutants: you'll get a lot of losers (don't recruit them), but eventually you'll recruit pure awesome.

Current version

EDIT: And yes, I also miss the flaming rabbits.  Apparently, it is still possible, but the game is likely won by the point it becomes possible to even recruit them.  Personally, I'd like to kidnap those Cuddly Conservative Flaming Rabbits and enlighten them like everyone else.  Of course the LCS would spend time enlightening a rabbit!  The LCS believes animals are people too!

brainfreez

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Re: The non-violent crime squad
« Reply #6 on: August 24, 2012, 09:09:34 am »

I remember how i seduced a guard dog in older version ...... the good times ...
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Zangi

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Re: The non-violent crime squad
« Reply #7 on: August 24, 2012, 12:18:48 pm »

I remember how i seduced a guard dog in older version ...... the good times ...
Obviously you fed the poor starving mutt some steaks while making a cheezy pick-up line.
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brainfreez

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Re: The non-violent crime squad
« Reply #8 on: August 24, 2012, 12:27:36 pm »

I remember how i seduced a guard dog in older version ...... the good times ...
Obviously you fed the poor starving mutt some steaks while making a cheezy pick-up line.
the worst part was , he never called back . :D

HahAHa , i just killed a flaming pet rabbit and his last words were "FATHER why have you forsakened me!"
« Last Edit: August 24, 2012, 12:31:15 pm by brainfreez »
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Jonathan S. Fox

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Re: The non-violent crime squad
« Reply #9 on: August 24, 2012, 01:49:53 pm »

Liberal crime squad has a come a long way.  When I first started playing before fox started working on it was a fun game, but there was no such thing as loss.  Sure, you'd lose an important liberal every now and then, but your badass crime squad of elite liberals with 40 points in each weapon could kill... anything with one shot.

Dude, what version where you playing?  Long as I can recall, the cap for stats and skills has been 20 until very, very recently (the 2011 version, to be precise).

I don't recall when the cap was implemented, but I did do it myself, so the versions before 2007 would certainly have had unbounded stats. Or rather, attributes would max out at your starting attribute +[1k juice bonus], similar to how it works now but with less variation in your ending attribute values. Skills were unbounded, however, because they weren't associated with attributes that capped them.

That being said, this is not the same old version where you could recruit flaming rabbits with guitars, since it was before guitars and the music skill in general. Flaming rabbits were in though, so you might have been able to drop pickup lines on the flaming rabbits or kidnap and enlighten them to the same effect.
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brainfreez

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Re: The non-violent crime squad
« Reply #10 on: August 24, 2012, 04:48:55 pm »

yes , i remember seducing dogs , pink gorillas and whatever with human dialogues .

hmmm .... what if i kidnapped/seduced/enlightened a tank ....?
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Sleyerhero90 : You're battle-rapping with a guy who supported THE SAME FREAKING GUY YOU DO!
Breainfreez : wait .... really ?

Corai

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Re: The non-violent crime squad
« Reply #11 on: August 24, 2012, 04:57:40 pm »

hmmm .... what if i kidnapped/seduced/enlightened a tank ....?

!!SCIENCE!! needed.
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EuchreJack

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Re: The non-violent crime squad
« Reply #12 on: August 25, 2012, 12:59:19 am »

hmmm .... what if i kidnapped/seduced/enlightened a tank ....?

!!SCIENCE!! needed.
It used to be possible to kidnap/seduce/enlighten a tank.  Now, tanks are immune to those things.  If a modern battle tank can survive a nuclear attack, it can certainly survive anything your puny liberals can throw at it.

EuchreJack

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Re: The non-violent crime squad
« Reply #13 on: August 25, 2012, 01:00:19 am »

Liberal crime squad has a come a long way.  When I first started playing before fox started working on it was a fun game, but there was no such thing as loss.  Sure, you'd lose an important liberal every now and then, but your badass crime squad of elite liberals with 40 points in each weapon could kill... anything with one shot.

Dude, what version where you playing?  Long as I can recall, the cap for stats and skills has been 20 until very, very recently (the 2011 version, to be precise).

I don't recall when the cap was implemented, but I did do it myself, so the versions before 2007 would certainly have had unbounded stats. Or rather, attributes would max out at your starting attribute +[1k juice bonus], similar to how it works now but with less variation in your ending attribute values. Skills were unbounded, however, because they weren't associated with attributes that capped them.

That being said, this is not the same old version where you could recruit flaming rabbits with guitars, since it was before guitars and the music skill in general. Flaming rabbits were in though, so you might have been able to drop pickup lines on the flaming rabbits or kidnap and enlighten them to the same effect.

Oops, my bad.  I'll just deduct 10 juice and be on my way.

Soadreqm

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Re: The non-violent crime squad
« Reply #14 on: August 26, 2012, 05:47:13 am »

There's one way to get juice without lifting a finger, and that's recruiting hackers. They'll get juice quickly, and trickle some of it back to their boss. They'll also generate loads of heat, so once they've reached the max for juice gains from hacking, they'll soon get shot, and you can recruit new hackers and start over. Kind of boring, though.
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