Bay 12 Games Forum
Other Projects => Curses => Topic started by: Carlos Gustavos on March 20, 2013, 03:45:06 pm
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I wanted to try LCS with initiative rolls in combat, ie your squad is not guaranteed to strike first, and ended up coding it. If you want to try it too, a windows binary and source diff are here http://dropcanvas.com/00cpd. This is based on the current head revision in the svn repository.
Putting it short: It will make your liberals get hurt or killed more in combat.
Putting it longer:
The initiative roll is based on weapon skill, or heart or wisdom for talk attacks. Conservatives generally don't have much weapon skill though so it's not hard to get the advantage. I felt compelled to add smg skill to some creature types that can get smgs but no smg skill to compensate some.
There's a surprise bonus on the initiative roll if the conservatives are not alarmed.
People providing cover fire in a siege get a penalty. They will also not fire before the squad has.
In situations where your enemies attacked first, they still do attack first.
Due to a workaround I did you might notice something looking different.
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NO
Sorry, I just really wanted to do that once. But I think the RNG fucks you over enough in combat sometimes, especially the tanks, it would probably make starting the game with a combat route almost impossible because the beginning is you shooting at people to train.
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I'm with Jon on this one, combat is literally one of the hardest routes to win the game despite the game being called Liberal Crime Squad. Like seriously, if your enemy gets off the first shot then they can kill your whole squad in that first turn.
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I'm with Jon on this one, combat is literally one of the hardest routes to win the game despite the game being called Liberal Crime Squad. Like seriously, if your enemy gets off the first shot then they can kill your whole squad in that first turn.
Thanks, but how did you know my name was John?
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Oh shoot this is awkward... :o
I have a real life friend named Jon who we frequently call Jboy :P
Just habit since you are very much like him...
Please don't find that creepy as much as I did
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Combat too difficult? Are we playing the same game?
(I don't have windows, so I haven't tried the mod. My comments apply to vanilla LCS.)
If you mean being violent from the very beginning, maybe; that's usually not my approach. But I find that once I have a good squad together, they're pretty invincible. A competent rifle user with an automatic tends to kill in one hit, or at least incapacitate. On the unlucky occasions an enemy gets a shot off, armor mostly saves the day. In any case, site CCS are usually in groups smaller than 6, and raiding parties can be mass-gunned with supporting fire (when I get tired of dodging raids, I recruit 20 or so liberals with decent Agi, give them rifles, and train them a bit... makes raids pretty trivial).
Initiative isn't necessarily the right fix; better dodge/armor for higher-level enemies, restrictions on supporting fire, and stronger CCS encounters at later sites might do the trick. But being able to take first strike for granted seems pretty unrealistic. Maybe stealth and disguise could give bonuses? Stealth in particular seems to square well with real-life combat.
If early combat is too hard, maybe some easier sites for training would help? But really, having a violent approach be dangerous and difficult without extensive preparation seems pretty appropriate.
Also, Carlos: Thank you for contributing to LCS! I'm highly confident that Jboy and Cheedows also appreciate the effort, even if they don't like this change.
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Agreed. Combat is ridiculously easy if you know what you're doing.
Charismatic founder with decent intelligence and Agility. practice seduction, or persuasion for a few months- go to a location, hit on anything that moves, or keep talking to tons of hippies.
Work your way towards recruiting or enlightening an agents or Navy seals. Preferably with rifle or SMG skill. Repeat until you have 5. send them and your founder to the ganghouse everyday until their weapon skill hits an increase or the cops show up. your weapon skill will get there.
When your squad has 500+juice each, move on to important locations. Check safehouse heat frequently.
Eventually a unit may die. Recruit a dog, they have incredibly high AGI. Lay low and teach for a few weeks.
Rinse, repeat. Game is shortly won.
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Well, training would be more difficult if you don't always get the first shot off. And modding is always appreciated, its just not my cup of tea.
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Yes, training is a pain in the arse if you don't get first shot. And of course we encourage you to keep modding, this modification just isn't out cup of tea. If you want an idea for what to do next, there are never enough weapons and armour in the game, its really the only thing the vanilla game is lacking.
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(I don't have windows, so I haven't tried the mod. My comments apply to vanilla LCS.)
If you compile yourself, the diff file init.diff I provided should allow you to patch the source with all changes.
But I find that once I have a good squad together, they're pretty invincible. A competent rifle user with an automatic tends to kill in one hit, or at least incapacitate. On the unlucky occasions an enemy gets a shot off, armor mostly saves the day. In any case, site CCS are usually in groups smaller than 6, and raiding parties can be mass-gunned with supporting fire
It was similar thinking, that enemies seldom get a chance to fight back, that made me want to try out combat initiative.