I hope we hit the stretch goal for the war room so badly it would add so much more gameplay and it would look cool seeing your ops running about and doing stuff
Oh man me too! I think it'd really give the player a sense of foundation and home as well, and see that his whole operation is a big deal (and see it grow as he gains more analysts and team support and space, etc)
One question I have is can we also buy buildings and maybe manufacturing stuff ? So if you bought a standard house or apartment near a rival corps building or home of another rival op would it be factored in and help with planning missions and could use it as a fob or other things ?
you acquire/found companies, which can be in different locations. In theory runners with a friendly company nearby would be able to hide/resupply there since its friendly territory, but I'm not sure when IU'd be able to implement the mechanics to enable that. Normally you focus more on operations though, no building... so you'd set up a safehouse operation in the territory, giving your guys safe respite.
Will operator health be dynamic ?
the wounds system is mainly hp... though a wound is pretty serious, and will require recovery time for the runner (and possibly expensive repairs, depending on how cybered he is). the game is very lethal though, and those scant few wounds mean an op usually goes from fine to badly wounded to dead. think Classic Ironman XCom). Unlike the shooty-friendly shadowrun, you really dont want your guys getting in a firefight. hopefully once traits become a bit more dynamic (post-prototype), they'll be able to get those grievous injuries added as traits when something horrible happens to them.
I don't know if you've ever dabbled in long-distance mind reading, but this game (or at least the paper concept) is so close to my idea of the perfect game that I could swear you've stolen my thoughts.
Nonsense! Everyone knows there's no such thing as mind reading... you really should consider improving the firewall on your dream backup hard drive, though. Any script kiddie can get in there.
I have some good news for you sir.
I've had it on my enormous list of things to write about since some time last week, but your email just pushed it straight to the top. Thanks for the badgering
-Adam
My mission was successful.
Excellent work, operative! We've had RPS in our crosshairs since we started! I think this calls for a promotion!
(But seriously, that calls for a promotion. Send me a message with the name you pledged with and we'll see about bumping you up a tier!)I don't think there's been a real game of corporate warfare since ruthless.com.
I've been looking for games like this for YEARS and never found any! I JUST found out about ruthless.com when a fan suggested it reminded them of the old game! I'l definitely be raiding them for ideas.
I don't know how you're going to implement the activities of rival brokers and corporations, I do hope you might find a way to expose their strategizing for modding - like lua/python code in the exposed assets directory maybe. It'd be neat to tinker with different strategies...
The corp AI, while complex in many ways, has to be a simpler form than the player's missions simply because of how many operations go on at one time. Kind of like how world gen battles and actual DF fights are different. The corps do have values that determine various things such as how aggressive or desperate they'll get, which changes how they go about attacking, who, and at what risk.
Aliases
they got em! I'll probably include codenames you can assign when they sign on with you as well, but most of their aliases they either start with or earn as rivals try to find out who the hell attacked them. they'll assign a codename on the "threat" and try to find out who the actual target under that alias is.