The girls are still getting extremely overloaded with boomer reports. Like one per step when they are active.
Odd. It's working correctly for me. Any advice on how to reproduce it?
A Mackie minute is about 4 game minutes.
...this was needlessly complicated to fix...but I think it is now fixed.
there is no way to tell whether Mackie is ready for another salvage run until you call him for salvage. It would be nice to know if I can get salvage before I risk my hardsuits and girls.
Silly oversight. Apparently while I wrote roughly 70 lines of dialogue relating to Mackie informing the girls when he'll be ready, as well as the option to have him call and/or leave you voicemail...it looks like I never actually enabled it.
maybe Mackie was not being paranoid
At present, if Mackie dies, you go the rest of the game without salvage. None of the girls can replace him. That will probably change at some point, but yeah...Mackie being paranoid is a good thing. He
can die.
behind a window and two locked doors.
In theory, this is now fixed in DV.
might want to remove the line "please return for payment"
Done. The non-functional map tutorial option has also been removed.
How complete is this version?
Not very. Mostly it's just the skeleton that's in place. All the hardsuit components and missions you see in game are basically test data that I threw together because there needed to be something to test with to get the systems working. Systems are in place, and more or less functional, but there's been almost no development of the
content of the game.
will I recieve story and corporate missions?
No storyline or corporate missions are presently accessible to the player.
Bubblegum Crisis was an experiment. I sat down for a good week or two solid, built the map, built the mission generator, built the hardsuit designer, and the various other systems you see in the game. None of this had ever been done in a T3 module before. It was all totally new. Like somebody said in the other thread, they didn't know the engine could do this stuff. Reason being...it had never been done before.
It was an experiment...but it was a badly received experiment. Nobody liked it. They said it was too difficult. Too complicated. They couldn't get around the map. They didn't understand what they were supposed to do. People would play for an hour and then be shocked to read discussion on the wiki about missions and fighting, because they never figured out how to get any and never saw anything to fight. Of the original ToME crowd, I only ever had one person give me any positive feedback. Everybody else just said, "Whoa...WTF?!!?"
So I didn't have much incentive to keep going.