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Author Topic: Heat and Sieges in 4.06.3  (Read 1173 times)

Jonathan S. Fox

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Heat and Sieges in 4.06.3
« on: October 03, 2012, 05:45:22 pm »

Do you get many sieges? Fewer than in previous versions, I assume. Do you get none?

Does your heat build up much? If you go on killing sprees, do you get into super-high-heat conditions, where the police are right on your heels?

I'm wondering how the new heat decay is working for people -- if it's too slow, too fast, just right?
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Corai

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Re: Heat and Sieges in 4.06.3
« Reply #1 on: October 03, 2012, 07:27:01 pm »

Heat decay seems to bug out for me. I take out the police station, my heat goes from 600 down to 47, the second it goes back up, back to 600.

And no decay aside from that whatsoever that i've noticed.
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Jboy2000000

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Re: Heat and Sieges in 4.06.3
« Reply #2 on: October 03, 2012, 07:27:53 pm »

I think heat decay is fine, it goes at an alright pace, but I think you should look at how long buildings are closed down, becuase I can close down the police building for three months and then some easy.
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dreadmullet

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Re: Heat and Sieges in 4.06.3
« Reply #3 on: October 03, 2012, 07:35:55 pm »

The police seem really slow to make sieges. In my debug playthroughs, I would have a safehouse at well over 200 heat from my gigantic series of mass murders around the city, and it would take the police weeks to find my safehouse and siege it. I know that LCS doesn't mirror real life, but if there were 50+ murders happening within days of each other, I'm sure the police would be on it immediately.

In my non-debug game, I had a lot of people with a moderate amount of heat. It was impossible to notice the decay after a few months. Then I looked at the code and noticed that the heat decay seemed very reasonable. So, it's hard to tell.

Heat decay seems to bug out for me. I take out the police station, my heat goes from 600 down to 47, the second it goes back up, back to 600.

And no decay aside from that whatsoever that i've noticed.

That is intended. If the police station is closed down, they're not tracking your group of terrorists.

I think heat decay is fine, it goes at an alright pace, but I think you should look at how long buildings are closed down, becuase I can close down the police building for three months and then some easy.

Agreed, it seems like closing down the police station is a really easy way to hold off sieges forever.

Am I correct in assuming that if the police station is closed down you can't be sieged by the national guard? That seems a little off.
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addictgamer

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Re: Heat and Sieges in 4.06.3
« Reply #4 on: October 03, 2012, 09:39:10 pm »

I've noticed a few bugs in heat. If I, say, kidnap somebody and run a few days into their "education" past the day that they are reported missing, I start racking up heat. If I successfully enlighten them, the heat stops racking, but it never goes down. I have to move to another safehouse, wait for the heat to lower to zero (typically 1 or two turns, depending how much heat I get.), and then move back in, to get the heat down to zero.
Summary: Heat never goes down if I do not move the interrogator out of the safehouse I used to educate somebody.

There are some other occurrences where heat wouldn't go down until when I moved the person causing heat, or in some cases, everybody, out of the safehouse but I can't remember them clear enough to note them here. Perhaps they weren't actually problems but instead me not remembering things correctly.
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Jonathan S. Fox

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Re: Heat and Sieges in 4.06.3
« Reply #5 on: October 03, 2012, 10:44:49 pm »

Heat decay is only implemented for individuals -- safehouses only lose heat if you abandon them. Heat uses a two-tier system.

1. Individuals receive heat when they are charged with serious crimes.
2. Each day, some of that heat rubs off onto safehouses.

Prior to heat decay, someone who racked up a lot of charges would add so much heat to a safehouse each day that the only way to go more than a couple weeks without a raid was to shut down the police station. Heat decay is designed to avoid that by making your crimes only generate heat for your safehouse when you're A) committing multiple crimes, and B) committed them recently. The rate that each Liberal "infects" their safehouse with heat drops slowly every day.

Safehouses still don't cool off while there are Liberals present (they only "resist" heat based on their secrecy score), so things like having hostages, which add heat directly to the safehouse as long as you're keeping a hostage there, are unaffected by the new heat decay. That's okay; the heat decay system is designed to address the infinite sieges issue, where high-crime squads were constantly beset by police, because each day they would send a safehouse into hundreds or even thousands of percent heat -- even if they hadn't committed a crime in years! It would get to the point where even dancing between safehouses every day, you couldn't keep safe, because you were generating more heat per day than all your unoccupied safehouses were shedding combined.
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addictgamer

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Re: Heat and Sieges in 4.06.3
« Reply #6 on: October 04, 2012, 03:21:41 am »

Ah. In that case, everything's working perfectly, as far as I have experienced and noticed!
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KA101

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Re: Heat and Sieges in 4.06.3
« Reply #7 on: October 04, 2012, 08:45:26 pm »

OK, that helps.  I had a founder in the previous version who (after printing Secret Documents every November for four years and hacking the CIA supercomputer once) simply couldn't stick around in anything less than 75% secrecy.  We'd butchered the CIA raid, incidentally, and afterward they didn't come back for more.  [Pity, that.]

Now, Treason/Espionage does seem like something that should generate long-lasting heat, but agreed that "forever" is too long.  So far, heat decay seems like a good idea and reasonably implemented.  Thanks for the new version as well as the insight into it.

Question, semi-related: I've printed piles of corporate files, raided the HQ and the CEO house routinely (50 Juice for safecracking is my favorite way to level up Commandoes and higher),  and never had a mercenary raid.  Ever.  In either version.  How does the game decide who to send after a safehouse?

Raids to date: 1xCIA (surprise, fought), ~3xSWAT (all warned and evaded), 1xFireman (warned from nowhere and fought) in the old version; 1xFireman (surprise, fought) in 4.06.3.  Mercs &the CCS don't seem to want me that badly, I guess?
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