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Author Topic: LCS 3.19.4 Download - Let's Play Liberal Crime Squad  (Read 70506 times)

Little

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #75 on: May 09, 2009, 09:02:33 pm »

Juice gauns from Spraypainting cap at twenty...

Why not like thirty-five?
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Jonathan S. Fox

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #76 on: May 09, 2009, 09:12:14 pm »

I dunno, it's kind of arbitrary. Is 35 better?
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Kanil

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #77 on: May 09, 2009, 09:17:39 pm »

Something more than 20 would probably be a bit better.

Why bother with it when you can just cause trouble to get to 20 juice anyway?
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Little

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #78 on: May 09, 2009, 09:19:05 pm »

It means it can actually give you some gains Causing Trouble can't.

Also, is there any possible way for you to code a criminal record type thing in, where it keeps track of your Liberal Triumphs(all the crimes you've done, crimes you are wanted for, and how much time you've spent in prison)?
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haphazad

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #79 on: May 09, 2009, 10:28:34 pm »

I think it should be easier to build up persuasion. At the moment each time you convince someone to meet with you it adds .01 to your Persuasion skill.

Compare that to, say, security, which goes up at about .09 per lockpick attempt. Both are useful skills, and it's not like making persuasion hard to increase and vastly more laborious makes the talking minigame more fun. If we take it to real life, you'd be a significantly better speaker after talking the issues through with 20 people, let alone 100!

Unless of course you plan to increase the number of possible conversations into the thousands, there's no good reason to make persuasion a chore just to 'make it harder'. The game is hard enough already.

Also, are there any legal ways to increase juice? I know the name of the game is Liberal Crime Squad, but there should be at least a little bit of room for stone-cold and juiced up Gandhis in liberalism. To that end, maybe give a small (0.5/1) increase to juice on a successful recruitment-based extortion attempt? Messianic cult leaders should be rewarded a little better than just in dollars. Actually convincing someone to join should get a higher juice bonus, but nothing big.
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EuchreJack

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #80 on: May 09, 2009, 10:43:20 pm »

Uh, Ghandhi was a criminal who actually served jail time.  So, I'd think it would be difficult to gain juice without commiting some kind of crime.

Juice is chutzpah, courage, street cred, and more.  Cowardly cult leaders don't have Juice, they have that other skill needed in leaders: Leadership.

In theory, a civilian (zero juice) with enough points in leadership could become the head of the LCS.  Essentially, you start with some character with Leadership (only Football Coaches are known to have this elusive skill regularily), who recruits other members, then when those members recruit more members, the starting character gets leadership.  Eventually, if this starting character has enough people in the chain below them, they gain juice.

If I remember my math correctly, the ratios of leadership to juice goes like this:

Revolutionary Leader: 100 Juice/ 0 Leadership
Socialist Threat Leader: 50 Juice/ 1 Leadership
Activist Leader: 10 Juice/ 2 Leadership
Civilian Leader: 0 Juice/ 3 Leadership

Note, I'm only sure about the Revolutionary and Socialist Threat.  Activist might be 3, with Civilian being 5 or 6, or maybe impossible.

Now, to the reason I originally wanted to post:
Bug: I purchase the Liberal Guardian after the Business Front, and lose the Business Front.  Either than shouldn't happen, or perhaps some kind of warning should be given.  Just a simple label somewhere would be fine.  Thanks.

beorn080

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #81 on: May 09, 2009, 10:49:35 pm »

Persuasion is probably good where it is. Security has risks associated with raising it, while persuasion is pretty much risk free. Its also a massive source of income, and if you get one high charisma person to max it out, you can teach everyone else. Security requires charisma and I think agility to get high and then teach.

Every activity you perform that gives you juice is an act of liberal awesomeness and should be legal. Its just that the man doesn't see it that way.
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Virroken

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #82 on: May 09, 2009, 11:18:32 pm »

Leadership is capped by juice levels now, by the way.
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cowofdoom78963

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #83 on: May 09, 2009, 11:22:26 pm »

Yay! A new verison! You made my day.

Also did anyone notice how lenient the punishments are? I recently had a guy kill 3 people, assault 2 and after pleading guilty he got 3 years.
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Jonathan S. Fox

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #84 on: May 10, 2009, 12:12:08 am »

Quick bug report: I managed to finish a mural on . Maybe its is one of the new issues?

Bug report

the car dealership is a little buggy. Sometimes all cars are greyed out even when you have sufficient funds and it never drains the money, making the total cost of buying a car zero.

Addendum:
After recruiting a member of the CCS and having him as a sleeper, the CCS hideout is still hidden.

I think that the media should ignore minor crimes when their unclaimed.

I got in a fight with a Teenager at a crackhouse and I made front page?  ???

Juice gauns from Spraypainting cap at twenty...

Why not like thirty-five?

Fixed all these things. Juice gains from spraypaint is now up to 50.

Also increased persuasion gains for talking to people, but note that it's a gentle cap. Once you have three to five points of persuasion, you'll need to actually recruit people instead of just chatting them up if you want to make significant gains.

Also did anyone notice how lenient the punishments are? I recently had a guy kill 3 people, assault 2 and after pleading guilty he got 3 years.

This is a bug. Kind of funny. Killing three people, you should under no condition get less than twenty years in prison, even if you plead guilty and get a lenient judge. I think what happened is that instead of sentencing you to three consecutive life terms in prison, it just knocked three months off of your sentence, one for each kill. Hopefully this is fixed.
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Little

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #85 on: May 10, 2009, 12:17:00 am »

Did you update the download?

Also, yay!  ;D
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Jonathan S. Fox

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #86 on: May 10, 2009, 12:20:30 am »

Did you update the download?

Also, yay!  ;D

Working on it right now! ^_^
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Little

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #87 on: May 10, 2009, 12:27:42 am »

Sweet!  :)
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Jonathan S. Fox

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Re: 3.19.3 - Let's Play Liberal Crime Squad
« Reply #88 on: May 10, 2009, 12:35:28 am »

Download updated in the original post.

3.19.3

* Fixed bug where the printing press destroyed your business front.
* Increased the amount of juice you can get from spraying LCS tags during site actions.
* Changed some hostage negotiation text for particularly bloodthirsty Conservatives.
* Fixed for good the bug where some murals would be blank.
* Fixed a bug where CCS sleepers recruited by non-interrogation methods wouldn't reveal their safehouse.
* Fixed a bug where murder would not be sentenced properly.
* Fixed car prices, and made buying a car actually reduce your funds.
* Improved skill gain in various places. Trained some additional social skills during recruitment/dating if the other person is better at them than you are.
* Made notability for the paper vary by location. Crack den raids will now be much less interesting to the paper.
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haphazad

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Re: 3.19.2 - Let's Play Liberal Crime Squad
« Reply #89 on: May 10, 2009, 12:42:01 am »

Persuasion is probably good where it is. Security has risks associated with raising it, while persuasion is pretty much risk free. Its also a massive source of income, and if you get one high charisma person to max it out, you can teach everyone else. Security requires charisma and I think agility to get high and then teach.

It's very time-consuming. For me that's a bigger cost than the difficulty. I don't mind spending 1 minute picking locks in the apartments, but spending half an hour farming persuasion tests isn't fun even if it's not technically risky. To that end, running credit cards is much, much easier and more profitable - a single programmer can get a heap of cash in very little real time. If the profitability of persuasion is the issue, then I'd rather profits of it drastically reduced and the growth faster, so that to get better you can target those you want to join, rather than have to ask 1000s so that you can get to the point where persuasion is useful for more than just hippies.

On that note, and considering that it seems the zeitgeist likes the current model, is it easy to change the growth settings (eg is there a text file/spread sheet/skills growth rate modifier flag or something somewhere)? Overall this version has some great features that make it better, but I liked the convenience and speed of the old LCS I played years ago.
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