I've enjoyed this game for a long time, but some things about the interface have always really gotten to me. I redownloaded the code today and poked around a bit, and came up with this list of (I think) feasible goals I'd like to work on.
Some of them affect balance quite a bit, so I'm curious as to what people think. Some of these are a lot more ambitious than others. I'll probably focus on the earlier inventory stuff first.
Ability to equip a liberal on their details page under [R]eviewAlso liberals playing music should equip a spare guitar if you have one, which would make this mostly unnecessary...
And a button to arm/disarm all liberals not in squads, having them (randomly and potentially unoptimally) picking up weapons based on their highest weapon stat. Including guitars and unarmed, heh.
Liberals automatically reload weapons after site actions, combining bullets. On site, reloading *swaps* the spent magazine for the fullest in the inventory.Since all that partial clip management and wasteful reloading is silly. Shotguns are a bit special, I think it'd be neat to have them load 2 shells per reload and add dual-barrel hunting shotguns.
Let squads carry inventory to sites.
Ammo is stored in this communal backpack too. After a site action the game attempts to restore the squad to the pre-action state, removing loot and adding/removing ammo.
This lets you carry disguises/armor/stealth suits to people in prison, or even weapons to arm liberated sweatshop workers. Also helps with ammo management in conjunction with the previous bullet point.Martial artists try to disarm enemies with weaponsThis would be an opposed strength check. The weapon is knocked away and becomes loot after the fight.
Less lethal weapons, put conservative in wounded state but won't kill.Light bashing weapons, tasers, martial arts.
I thought of this for pacifist runs, then realized the obvious utility for capturing hostages. Intimidate them to make them crawl off, leaving their loot.
Not Taking CreditIf nobody sees the squad's faces, you get an option after the action to take credit or not. Not taking credit means no heat or crime gain, but no political boost since it's just a bunch of criminals. Kinda a low priority, and precursor to more ambitious ideas I'm thinking about.
Justice Subsection!BriberyConservatives only honor money. Bribe negotiation is thus an instaneous, risk-free action (the price just shows up next to the option under talk). Choose the option and the conservative group will happily disappear. Cheaper if the liberal is persuasive, and if the site isn't yet alarmed.
Bail FinesBail's too complicated but I could see the conservatives dropping nonviolent charges in exchange for money. Maybe prompt when they're moved to the courthouse for trial.
Prison EscapeYour infiltration expert got caught? No prison can hold them! Select them on the R-4 (justice) screen and press a button to start the great escape. Good luck sneaking or bluffing your way out in orange. Suddenly all those shivs look a lot more useful... Get a guard uniform and you might have a chance.
Thoughts? I'm more familiar with scripting languages than C++, but I've at least edited and compiled the project.
(Oddly, this error is still around:
http://www.bay12forums.com/smf/index.php?topic=118761.0The solutions there worked for me before, but then it complained about _exit already being defined in libcmt.lib, so I went ahead and got code::blocks instead.)