#A List of Suggestions

13 messages · Page 1 of 1 (latest)

crystal skiff
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-Megacorp Towers: It'd be neat that when you generate a city, there's a chance for one of the buildings to be generated as a Megacorp Tower. This is similar to, for example, Arasaka Tower in Cyberpunk. It's a large building dedicated to a single megacorp. Full of offices, labs, suites for important people, scenic views for said important people, with potentially an entire floor dedicated to be just one persons penthouse. It's security would be higher then normal, code-locked doors, many more camera's and sentries, guards, and only personell and people that live there would be permitted entry. They'd be for groups like Leaf, Starch Kola, etc.

-Playthrough Options: When you're generating a city, it should ask you what Game Options you want enabled for said playthrough. These game options, currently for what I can think of, would be:
--Death: Guns have a Lethal and Non-Lethal ammo/setting to enable, when Lethal is enabled you can kill who you shoot. It does more damage then Non-Lethal and thus puts them down quicker, but has a high chance of them dying from their wounds. Similarly of you're using a blunt/melee weapon, if you continue to hit them after they're downed, they will die. This would cost you Social Credit and fine you.
--Ironman: The player can die, there is only one save, the autosave, and if you die you get a summary screen and the save is deleted.
--Sync Limit: You can only have a maximum certain amount of Sync-Disks installed. The player can choose the maximum (anywhere from a maximum of 1 to a maximum of 5, with the default being 3).
--Difficulty: If enabled gives you the option of lowering the chances for certain evidence types to appear less in quantity. In example, Fingerprints are powerful, turn on Difficulty, it shows Fingerprints at 100% (meaning Default Value), and the player can increase it to 200% (double the fingerprints), 50% (half), 25%, 10%, etc.
--Legality: Stealing, killing, etc lowers Social Credit.

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--Moving In: After a certain amount of time passes, a new person will move into the home of the victim after a case has been resolved. This would lengthen playtime and keeps the city alive, allowing someone to keep playing in the same city without worry of "emptying" it.
--Single Living: When enabled, lowers the percentage of people living with someone else. Makes it take longer for a death to be reported as a result.
--Economy: Allows you to modify prices of things you're purchasing (apartments, tools, furniture, etc), prices of things you're selling (like diamonds), Case Completion Rewards, fines and service costs (hospital fee's, legal fee's, etc) separately. For example, you could increase Purchasing price by 300% (x3), and selling prices by 25% (everything sells for 25% of their original price), and Case Completion Rewards by 50% (you get half then normal when completing case objectives) making it much harder to buy things and keep up with the economy.
--Rent: When enabled the apartment you own will have a rent (determined by floor, size and style of apartment). At the end of every week you'll have to pay the rent on your apartment via either Microcruncher or your mailbox. If you don't pay it, you'll get a warning, if you don't pay it a second time you get kicked out just like in the opening mission, and it gets put up for sale again, you also lose Social Credit for not paying rent as well.

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-Vehicles: When you generate larger cities, it can be difficult to get around. Give an option to buy a Bike, a Car or a Motorcycle, which will increase our speed to a relevant, well, speed, allowing faster traversal.

-Gadgets: Here are some ideas for additional Gadgets I had in mind.
--Recorder: Allows you to record what's being said in a small radius around you. Has enough battery life to last 2 hours. Can be turned on and placed in bins, on the floor/desks/couches/etc, inside vents. Can be used for evidence.
--Night Vision Goggles: Allows you to see in the dark without needing to turn on lights or flashlights.
--Phone Tapper: Can be placed on a phone and when said phone is used, records the conversation and is sent to the player. Works for 24 hours before battery dies.
--Silent Tape: Can be placed on windows, and when said window is broken it makes a very small amount of noise rather then a loud shattering one. Has 6 uses per roll.
--Cutter: Allows you to cut a hole in doors/glass to open them/enter through them. Faster then tape, less damaging then breaking through them, but also louder.
--Sealer: Allows you to seal a door, making no noise pass through it and anyone trying to open/bust it open have to do even more tries before it opens.
--EMP: Loud and suspicious, but disables all lights, computers, phones, camera's and turrets in it's radius.
--Tazer: Ranged weapon that has 1 shot in it, but if the shot lands it immediately disables the target. They're only disabled for a short while however, and it costs money to buy a new charge for it.
--Stun Baton: A melee version of the Tazer, lasts much longer then one hit, but requires to be charged (via sleep) after 1 hour of use/being turned on.
--Mini-Camera: Allows a player to place a small camera (it can be found if in an obvious place) to record and view what's happening from it's viewpoint.

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--Fingerprint Recorder: Can be placed on doorknobs and computers. Automatically records someone's fingerprints when either are used, but only once.
--Faking Kit: Allows the player to temporarily equip a fingerprint, eye color or blood type. Useful for new security measures listed below.
--EyeSpy: Can be placed on a person and records all their interactions with others for 24 hours.
--Reflector: Is used under doors to reflect and show you what's on the other side of the door (similar to the same gadget from the game Ready or Not)

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New Security Measures: Here are some idea's for new security measures that could be found in places with higher security or just in general.
--Eye Scanner: Scans someone's eye, if it matches someone's in the database, it opens and lowers security (treated similar to having a Guest Pass).
--Blood Scanner: Same as Eye Scanner, except with blood type.
--Fingerprint Scanner: Same as Eye Scanner, except with fingerprints.
--Coded Doors: Requires a passcode (same to safe's and computers) to enter.
--Alarmed Windows/Doors: If opened/broken without authorization (via a scanning, not putting in the code, etc) sets off the alarm.
--360 Camera: Looks like a black orb on the ceiling. Works as a 360 degree camera, but rarer due to being more expensive then normal ones.

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-Locations: Here's a list of more locations that could be interesting to see and implement.
--Sewers: An interesting spot for cases, killers/victims to hide, and for getting around the city unseen or to hide/find evidence.
--Power Plants: Self explanatory, but also could be used to cut off power to the city for a short time, either for the killer or the player to use to their advantage.

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Aaaand that's it for now. I had all these ideas watching others play this game (I don't own it, despite how badly I want to) and thought it'd be neat to see them.

I had many more suggestions, but all of them are things others have already suggested (more case types, rooftop usage, chases, etc)

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I have more ideas for new kinds of Sync-Disks, but i'll hold off for now as I don't know all the kinds of sync-disks in the game atm.

crystal skiff
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Oh also, it'd be neat if buildings could generate Fire Escapes and Balconies for these tall buildings. Maybe even Roof Gardens, Clothing Lines, and similar.

crystal skiff
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New Mechanic idea; Motive.

Every case would have an optional objective of the Motive behind the crime. It's a staple of finding out why the crime happened in many games, shows and stories, and it'd be interesting to have it as an optional objective to get into the mind of the criminal, and lends itself more to the RP and sandbox perspective.

crystal skiff
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New types of Apartments:

So far we have Studio and 1-2 Room apartments from what I can see. So here's some new types of apartments that would be interesting to see and add more variety!

Alcove Studio: Technically "2" rooms but there's no door, just an open wall section.

Micro Apartment: Very small apartments, but would allow more apartments to fit on a single floor as a result.

Duplex: Small 2 floor apartments, taking room on both floors of the building for a single apartment. Normally for multi-person living.

Garden Apartment: Normal sized Ground Floor/Basement apartment that has access to the outside for a small garden or sitting area.

Penthouse: Only generates on the higher floors (thinking 10-15+), massive apartments where only 1 or 2 can fit on said floor, generally for those with the money to afford it with maybe a balcony along with it.

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Also to note, I've been going back and adding some stuff to earlier messages by way of editing them, so there's some new suggestions up there

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I didn't want to keep making new messages, I like to keep it organized.

This is just a suggestions list that are full of things that I come up with, which is a lot as you can see. I didn't want to spam the forum by making tons of suggestion threads.