Hmm... well, when I enabled choosing what sub-task you wanted to do, I wasn't trying to make it possible to pick to focus on a skill and get that skill automatically raised from 0 if you held down w. But, it wouldn't be hard to just make it so you don't get anything until you skill up. Since a lot of people seem to prefer that, I'll probably do that then.
I have a few more design issues I'm wrestling with.
1. I'm looking for a good reason to not just get 50 random people and put them all on art duty until they bring in the big money.
I was going to make it so you just can't (well, you could, but you'd be relegated to the low skill jobs that aren't as good, not better skilled jobs), but if we do let you do it, I'd like for there to be an incentive not to. Some counterbalance, that's all. For example, the incentive not to get an army of people selling brownies is that, while you'll reign in big money, they'll all get arrested and testify against you in court.
Similarly, the idea isn't to make it so you *can't* get 50 people to put them all on sell art, or that you *won't* ever want to, but just some reason why it's a tradeoff and not always the obvious choice. Right now there's no reason to care about recruiting specialists instead of nobodies in these fields, and that's no fun.
A couple ideas off-hand:
a) Recruiting people has an upkeep associated with it. Food and such. They want money. People get grouchy when they don't get money. Low juice people eventually leave when they don't get money, and if their wisdom is high enough, they might have second thoughts and tell the police.
b) Certain tasks, even money-makers, cost upkeep to perform. You have to pay for art supplies to task someone to create art. You have to buy blank T-shirts before you can tie-dye them. You have to buy spray paints before you can hit the streets with them.
Let me know what you think. I'm not thinking all of the above or anything, those are just ideas. I think I like b) more than a). Your ideas are invited here too.
To be clear, I know the game is hard enough already, but that's mostly because it's very difficult to influence *public opinion*. Some things, like making money, are very easy -- and I just don't want it to be *too* easy. The alpha was initially just a prototype of a new activation interface, and it wasn't meant to completely rearrange the way the game handles money, or to make skills easy to get. So sure, everything's free ("everything" referring to things like causing trouble, interrogation), anyone can do anything (graffiti, art, music, prostitution), and money comes easy in it, but that's just because I haven't balanced it yet. I was focused on getting systems working, not presenting that as the way things ought to be. I'm cool with keeping the free for all on what you can activate people for if people tend to prefer it like that, but it still needs to be balanced to compensate for that.
2. Training!
So here's the problem as it stands. I want to add training, but I'm afraid with the current system that what's going to happen is you can have everyone teach everyone else their skills and get everyone looking about the same, just from holding down w. I'm thinking training should cost money somehow, whether from the teacher, or per skill level trained up, or something.
Some options:
a) A teacher can pick one skill at a time to teach, and teaches to the location they're in. Anyone at that location gains experience slowly in that skill, as long as they're at least X amount of skill under the teacher. It costs a modest amount of money each day to run a class.
b) As the activation screen implies now, the teacher picks a basket of skills and attributes to train, and trains all of them at once at their location. Really muscles up your characters, because it affects attributes, which are hugely important to how characters perform. Maybe costs a big chunk of money each day to run these "training camp" style classes, making professional teachers (fast), and experts (lots to teach) valuable for this.
c) Training is passive, and is applied by teachers to their subordinates in the command tree, without having an option to pick it or anything. They automatically pass on their skills to their subordinates by making skill gains extra effective if your boss has teaching and a higher skill level than you have. It costs nothing to train this way.
d) Training is something done by the student through an outside system. Skill to train is chosen through a submenu like making clothing, and then they go away for a week or a month or so after paying a tuition fee to the University and taking the class. They can only do this if they have a clean record or bribe the University an extra amount to keep quiet.
Other ideas? Thoughts?