#Not punishing enough.

1 messages · Page 1 of 1 (latest)

sand comet
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Simple feedback really, I feel like there is not enough punishment on the player for doing things wildcard-style. We can't really die, nor do we face serious repercussions for attacking people since they also can't die. I think lasting impact and being able to actually "lose" if you screw up enough are necessary.

worldly ferry
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I don't think additional death is appropriate to add to the game but I do think there should be more consequences for social impropriety

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The building alarms are a bit of a blunt instrument but if you beat someone up they should remember that that happened - maybe report the incident to the enforcers, maybe hire a bodyguard, maybe buy a gun

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Maybe if you're discovered in somebody's house they change the locks after you leave

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Maybe if you're spotted doing something hostile to them, their future conversation hostility goes up so you can't just like. Run out of their house, wait for them to calm down and then get a guest pass

sand comet
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I think we need a life system or something.

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3 trips to the hospital, then the 4th = game over

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Incentivizes carefulness

signal pollen
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I think that if a better apartment system and financial system are put in place, it would be easier to have consequences.

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If the player NEEDS an apartment (like being fined for sleeping in the streets or someone's home), an they have to pay a regular rent on the place, that could hold sway. The more crimes you commit, the more you're paying (with fines increasing the more you commit). It could quickly lead to you being homeless. Which could lead to issues.

Of course, if they also implemented a public bathhouse or somesuch, it would give people a place to spend money if they don't have a home, so that they can clean up.

But I don't see the need to force people to "lose". I think the game should be harder the more crimes you commit, but not be a forced end.

signal pollen
sand comet
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You can't prevent that anyways

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Everything that makes a game more difficult will 'incentivize save scumming'

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It's like people who play XCOM and reload every time they lose somebody - they're soaking the game out of the game

worldly ferry
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Funnily enough the thing that got me to stop save scumming is the load times lol

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I think game over states are against the spirit of the game

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What I think would be good would be consequences for the case - if you cause too much of a racket you spook your perp

tough quail
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The ol' Covert Action had a pretty nice solution that SoD should have an easy time extending towards - in both, damage puts you in a hospital rather than killing you, no matter what.

However, in SMCA, this soaks up hours of simulation-time, and the enemy agents continue to carry out their plot in the meantime, and agents that did their part in the plot go into hiding.

As your goal is to A) stop the evil plot and B) arrest as many conspirators as possible, this means each 'death' puts you at a significant risk of failing at both... but is not a hard failure - if you do well afterwards, you can at least stop the plot but let some villains get away.

Bringing it back to SoD, the required tweaks would be:

  1. Make hospitalization time more punishing (in raw duration terms)
  2. Give killers more of an agenda after the crime. Let them go into hiding, erase evidence, continue killing... or have the AI director kill them (e.g. revenge killings) so that you have to catch the new perp now too
ionic basin
ionic basin
last copper
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Let scummers scum but you can always roll in an ironman mode that restricts saving if you're that concerned about it.

I'm not sold on the limited lives thing TBH but giving the game a fail state wouldn't be the worst thing ever.