Have you thought about the characters' motivations for killing? I find it strange that we're just looking for clues and not solving the real crime. It seems to me that it would be really great to create a simple system of relationships between NPCs. I think it will be enough just to make three levels of attitude - good, neutral and bad. it is obvious that with a bad attitude, the character is more likely to commit a crime. characters (and the killer himself, of course) can be asked about the relationship between NPCs. in addition, I propose to create a simple alibi system, for example, asking the character where he was at a certain time and then asking the characters at that place if they saw the suspect recently. this will greatly enhance the atmosphere and the investigation system itself, it is strange that there is no such thing in the game yet
#murder motivation and alibi system
5 messages · Page 1 of 1 (latest)
the motivation is kinda suggested by the clues at the crime scene (wall message, crampled paper, business card, etc)
but it would be great to see it improved
alibi is a real miss indeed
love the idea of killers having motivation, it would help with solving case A LOT. but i cant agree with npc's having quirks like good,bad or ugly 😉
those sort of things can break the game really bad, imagine having multiple bad characters who are jelly at someone at work for getting promotion instead of them, we could have bunch of people doing multiple murders at the same time, then partners of those victims go for a revenge and add to the cases.
i can imagine screen and sound alerts just popping up like crazy 😄 and city would be empty in less then a week hahaha...
i believe the rules of the game prevent multiple active killers
good/bad categories would just determine likelihood of being the next murderer (and likely rate of murders) once you’ve solved a case
i know, but things tend to "glitch" with features like that in games.
i am all for it, just wanna point out possible problem.