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Author Topic: Random Events  (Read 1301 times)

Majestic7

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Random Events
« on: February 08, 2011, 09:34:14 pm »

I kind of like random events, so... it would be cool to have different kinds of random events attached to different activities. There are already negative "events", like a prostitute getting caught in a sting. How about a small change of getting corporate/governmental secrets through pillow talk? Or making a scandal - taking pictures with a senator or something?

Likewise, volunteering could have an event of the volunteer doing something extra heroic... or being caught doing something compromising and spinned into a horror story by conservative media. Selling brownies could incur wrath of a drug cartel or make another spot for political scandal... There are plenty of different possibilities for different events.

ps. Off-topic, but is health supposed to go down permanently when you "convert" someone violently? Surely it should regenerate slowly?
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GodlikeSoldier

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Re: Random Events
« Reply #1 on: February 08, 2011, 10:03:56 pm »

There are somewhat random event such as if you do the activity for I think its called social disobedience or something. Sometimes you can get your face beat in by rednecks when you disturb the wrong wedding. Is this what you mean by random events?
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Jonathan S. Fox

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Re: Random Events
« Reply #2 on: February 08, 2011, 10:09:24 pm »

I like random events too; fleshing out the redneck flash mob that can curbstomp your activitists (and giving your elite martial artists a chance to fight back) was one of my pet projects early last week.

Health can go down permanently when you use drugs during a conversion, and possibly also when you're violent, but I don't remember off hand if violence triggers it. Higher starting health gives them a greater chance of resisting this effect. If you permanently reduce their unmodified health to zero, they die. This can be deceptive for enemies with the Conservative equivalent of juice, since you can kill them even when their adjusted health appears to be higher due to juice effects.
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Majestic7

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Re: Random Events
« Reply #3 on: February 09, 2011, 08:19:48 am »

Yes, that is the kind of event I mean. I'm sure the community could come up with a thousand ideas for different activities for stuff like that. :P

In the current version, I've found the only way to convert someone in time to turn them to a sleeper is to beat them up. I have one guy beat the victim till his wisdom drops, then have the founder start converting. That always drops their health permanently. Makes recruitment through brainwashing for front-line duties pretty useless too; Wisdom of the victims never seems to drop by talking alone. (My founder has Psychology 8, never happens anyway.)
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EuchreJack

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Re: Random Events
« Reply #4 on: February 09, 2011, 06:27:29 pm »

What is your founder wearing?  What is your founder's heart and wisdom scores?  What is your founder's Charisma stat and persuasion skill?  All these can greatly affect your chance of successful interrogations, with the possible exception of Charisma and persuasion, which may or may not have been removed as mitigating factors.

Also, most conservatives have either business, science, psychology, or religion.  They all act as a shield to non-violent recruitment, provided your interrogation does not have higher in these stats.  If your founder doesn't have these stats to about 4, I'd suggest going to the university (they can all be learned there, with religion possibly not).  And don't expect Lab Technicians (high science), Corporate Managers (high business), or Priests (high religion) to crack without much higher in these skills.

One rather shocking random event currently implemented is that the interrogator resorts to some hideous form of torture, such as bamboo under the fingernails, lowering the interrogator's heart.  So, I'd suggest not using your founder, just in case.

Oh, and back to events.  I totally agree with the love of random events.  Although, I might suggest that random event frequency customizable by the player, as some people really get annoyed by them.

Perhaps the XML conversion project can make some way so that it is easier for users to contribute events?  Or some external "event.txt" file that either adds or controls certain types (if not all) random events.

Rakeela

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Re: Random Events
« Reply #5 on: February 15, 2011, 02:27:46 pm »

Is there a guide anywhere for what uniforms are most effective in interrogations?  I recall a rumor that death squad outfits are some of the most effective.  Generally, I didn't screw with uniforms, save for occasionally having the lead interrogator wearing the same uniform as whoever they're trying to convert.  Officer uniforms for the police, expensive suits for the corporates, that kinda thing.
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EuchreJack

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Re: Random Events
« Reply #6 on: February 15, 2011, 05:14:14 pm »

No, I wish there was such a list/guide/chart/etc.

Yeah, Death Squad Uniforms are the best.  Devil masks also work well.  I think bondage gear and expensive suits are also effective.

MetalSlimeHunt

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Re: Random Events
« Reply #7 on: February 15, 2011, 05:25:36 pm »

No, I wish there was such a list/guide/chart/etc.

Yeah, Death Squad Uniforms are the best.  Devil masks also work well.  I think bondage gear and expensive suits are also effective.
As I recall, Death Squad Uniforms+Drugs can prompt the Conservative Scum to demand you stop looking like Hitler, the Expensive Suit+Drugs makes them see you as a shimmering figure of light, and the Dick Cheney mask does somthing special (I have yet to check for myself.).

Frankly, wearing anything strange and breaking out the drugs tends to break them rather quickly.
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EuchreJack

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Re: Random Events
« Reply #8 on: February 15, 2011, 05:37:50 pm »

Just don't use drugs twice, or they die.

Innominate

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Re: Random Events
« Reply #9 on: February 15, 2011, 09:01:08 pm »

Just don't use drugs twice, or they die.
Actually they die when their non-juice-adjusted health drops to zero, and it does a point of damage whenever a random roll from 0 to 49 (I'm pretty sure those are the bounds; it's LCSrandom(50)) is less than the number of drug sessions (starting at 1) they've endured - also whenever they fail an attribute check against health proportional to the power of the interrogation in a beating. Since their health is displayed with juice-adjustment, it can appear like they die randomly. CCS members for me always seemed to die at 4 health remaining.

As for costumes, there are three factors: base power, assault bonus, drug bonus. Assault and drug bonuses do not apply if you are not assaulting or drugging them respectively.

Here's the list of armours that have any bonuses (name(s): base, assault, drug):
Ninja Suit: 0, 0, 4
Trenchcoat, Security Uniform, Black Robe, Body Armour, Heavy Body Armour: 2, 0, 0
Clown Suit, Elephant Suit, Donkey Suit: 0, 4, 4
Cheap Suit/Dress, Tactical SWAT Armour: 4, 0, 0
Black Catsuit - 4, 2, 0
Black Suit: 4, 4, 0
Expensive Suit/Dress, Lab Coat: 6, 0, 0
Masks: 4, 4, 4 - all masks?
Police Uniform, Black Dress, Army Uniform, Guard Uniform, Police Body Armour, Army Body Armour: 6, 4, 0
Bondage Gear: 6, 4, 4
Death Squad Uniform: 8, 6, 0

One notable point of confusion: as far as I can tell, the assault bonus is totally useless. It's never referenced in daily/interrogation.cpp. Also, only the costume of the lead interrogator counts for the other two bonuses (though that would be as intended I assume). Therefore the only two costumes you need are the Bondage Gear and the Death Squad Uniform; the former if you're using drugs and the latter otherwise. If you can't get a Death Squad Uniform then the Bondage Gear is the best in every aspect.
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