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Author Topic: Repetition?  (Read 2735 times)

valcon

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Re: Repetition?
« Reply #15 on: January 25, 2010, 01:47:27 pm »

The recruit process, definately.

Just the other day I was wandering around the downtown apartments and it was taking ages upon ages between encounters, 75% of which I had no interest in (I wanted a corporate manager to kidnap).  I could literally walk every square of the building (not including the locked rooms) and encounter no one.

Beyond that, recruits needs to be simplified.  The whole "A to spend money, B to talk" is basically a meaningless choice: they do the same thing, but A uses resources.  I'd say to just reduce it down to "you meet with various people, X think you're crazy" for a few days until their full stats would be available and it would give you a chance to review and recruit some of them.  Along with that and the new limit on how many meetings you can have, it would be nice to indicate on that Liberal's page (under "N sexual interests") how many meetings they have that night and how many they can handle.

Had a similar problem.  What helped, for me, is just standing at the doorway to the apartment and holding down "S" until you get an encounter.  That seemed to increase the rate quite a bit.

And yes, I'm in the same boat as the others, recruiting.

I think it has more to do with how I *want* to play the game than how I'm *supposed* to play the game, or whatever.

I want to start the game out and grab someone with really high charisma and persuasion so that I can have them be a second in command, to distance my main guy from the criminals. 

This ends up taking me almost an entire DAY irl to get the right person, but, it goes back to how I set my game up with the un-improved version of LCS, and hell, it was fun, so I try anyway. 

Perhaps I just need to adapt a new gameplan for the new version.  Idk. 

One suggestion I might have, you could set an 'a'ctivity for a liberal to do, which would be finding recruits, based on their wisdom, juice, heart, persuasion, etc, and it would tell you what kind of person they had willing to talk to your main leader, so that they would, for example, go out and grab some prostitute and bring her back to talk to you about things and give you a chance to review her and recruit. 

Just my 2 cents, which I got selling brownies.  =)

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Megaman

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Re: Repetition?
« Reply #16 on: January 26, 2010, 08:57:41 pm »

yes, recruiting. it would be so nice if you could set your founder to find the guys, indeed. Instead of, say, spending years in places to get the people. finding them on site=biggest grind, for me.
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Necaladun

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Re: Repetition?
« Reply #17 on: January 26, 2010, 11:23:39 pm »

I must agree, most of my time is spent finding various people like professional thieves, progammers, football coaches, army vets, and lawyers/judges with high heart cha and int, etc.

The restriction on how many I can recruit per day if anything makes it longer, as it makes me pickier.

Other repetitive things are grinding skills - persuasion, seduction, I find take the longest. Grinding juice with the courthouse jury for my leader is still quite a doable path to the mystic 1000. Boring, but at least there is the amusment of getting kicked/shot/gavelled to death every now and again.

Enlightment I don't find that repeptitive, most likely because I'm bad at it.
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Blaze

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Re: Repetition?
« Reply #18 on: February 01, 2010, 07:47:08 pm »

Can we make it so that we can order members to target specific people or at the very least change general combat tactics? I don't want my face shot off because my squadmates decided to finish off a hallucinating office worker while a security guard takes aim unscathed.

Is there someway to auto-regroup squads? I finally finish neatly grouping all my separate squads, then a corporate raid comes in, gets easily dismembered, and I have to start the whole goddamn thing over again.

Also, an option to set default activities would be nice since sending a squad out resets it.
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Jonathan S. Fox

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Re: Repetition?
« Reply #19 on: February 02, 2010, 12:43:51 am »

Can we make it so that we can order members to target specific people or at the very least change general combat tactics? I don't want my face shot off because my squadmates decided to finish off a hallucinating office worker while a security guard takes aim unscathed.

Your squad will actually target enemies using a soft target priority scheme. All the enemies that are healthy enough to fight and are carrying weapons are put into a list, and then one entry is added to that list representing incapacitated and unarmed enemies. If there is only one incapacitated or unarmed person, this has no effect, but if you have a police officer in a crowd of five telemarketers, your squad will focus fully 50% of their fire on the police officer, and 10% each on the telemarketers.

Of course, it would be better for you if they fired at the police officer with 100% of their shots, and I -could- have made it work that way when I implemented this targeting scheme. The reasoning for not doing so is that the LCS is not likely to display keen tactical prowess and target selection. The SLA it's based on, for example, managed to fire thousands of rounds during a police siege without hitting anybody. Combat in LCS should feel a bit anarchistic -- think of a bunch of maniacs firing vaguely in the direction of the enemy, rather than the well-regulated revolutionary army that the Liberals might fancy themselves to be.
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Draco18s

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Re: Repetition?
« Reply #20 on: February 02, 2010, 09:30:19 am »

The SLA it's based on, for example, managed to fire thousands of rounds during a police siege without hitting anybody. Combat in LCS should feel a bit anarchistic -- think of a bunch of maniacs firing vaguely in the direction of the enemy, rather than the well-regulated revolutionary army that the Liberals might fancy themselves to be.

A link to some info on that.

And wikipedia says it was 9000 rounds.
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Jonathan S. Fox

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Re: Repetition?
« Reply #21 on: February 02, 2010, 01:57:27 pm »

I believe that of that 9000, around 4000-5000 of them were fired by the LAPD, rather than the SLA. Even so, that's a lot of missing, on both sides. The police were underequipped.

One thing I would like to do would be to change sieges so that it's not so much about you perpetuating the siege by not trying to fight your way out, and instead it becomes them perpetuating the siege by not entering the building. You get the current escape/engage fight that takes place inside your safehouse if the police kick in the door, but otherwise you just have a tense standoff and a waiting game, between how long your supplies hold out vs. their patience and ability to harass you with snipers and other mechanisms make life uncomfortable.

If you try to break the siege early, you get a shootout between the safehouse and the nearby forces that aren't entering the building, until you manage to drive them back far enough that you can slip out of the cordon. The main barrier to this system is that I have to think about the mechanics of fighting to escape when they aren't entering your safehouse.
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Deon

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Re: Repetition?
« Reply #22 on: February 04, 2010, 06:31:59 am »

Quote
You get the current escape/engage fight that takes place inside your safehouse if the police kick in the door, but otherwise you just have a tense standoff and a waiting game, between how long your supplies hold out vs. their patience and ability to harass you with snipers and other mechanisms make life uncomfortable.
Awesome idea.

Quote
Recruiting
Actually I would suggest a few ideas:
1) Without revamping, a high intelligence should show more info on the creatures you see, so with a maxed int you see almost everything about a guy you talk to. Probably some other stat/skill, but you get the idea.
2) Revamping of the system:
  • Add a new task "recruit people" with subtask "class", and make classes more or less equal in skills and stats (with some diversity of course), this way you get a "list" of candidates and then select some. Harder classes like agents and judges should be avaliable only on high recruitment skill level (persuasion, charisma etc.).
  • Make an "explanation" process a task too, depending on teacher skill and high heart. So you don't click through dozens of a-space-space or b-space-space, instead good teachers at your base do all the work,
  • It would be nice to leave the "recruitment on site" as it is but make the check much higher thus the main income of recruits won't be from random movement around.
  • Probably you should leave the ability to seduce as it is, but also make some legal way to increase it ("visit parties/routs", the increase in skill should depend on your charisma and worn clothes).
« Last Edit: February 04, 2010, 06:36:42 am by Deon »
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