Bay 12 Games Forum

Other Projects => Curses => Topic started by: Ruttiger on September 20, 2008, 11:22:28 pm

Title: Sleepers showing up
Post by: Ruttiger on September 20, 2008, 11:22:28 pm
I was reading another topic full of suggestions, and though I thought the ideas were somewhat hackneyed, it gave me an idea.  Sleepers should show up at sites as you visit them, at which point they should act like any liberal at the site with one exception, which is you should be able to order them to join you.  They'd turn into a normal LCS member at this point and no longer be doing the sleeper thing. 
Title: Re: Sleepers showing up
Post by: Neonivek on September 21, 2008, 12:20:03 am
The largest problem with that suggestion is that most characters are much more useful as Sleepers

and the more "Sleeper Advantages" are added for more professions the less you will want to pull in a sleeper.

However I have no problem with the suggestion it all depends if the developer wants to put the work in
Title: Re: Sleepers showing up
Post by: Rezan on September 24, 2008, 03:12:39 pm
Rather than "picking them up at work", I would suggest you be given the option whether to keep them on your team or not when you brainw- I mean, tell them the truth of the world they live in.

I do agree that most times, you will want to keep the sleeper where it is; but I've found myself getting annoyed with convincing Agents to join the Liberal Cause without getting to use them for my own purposes. The only option is seduction; which really demands a whole lot more effort to build up (even prostitutes are less-than-skilled at seducing Agents).

Will there be more "sleeper advantages" in the future? I would imagine having a certain number of sleepers in a certain location would allow you to shut places down, sabotage and so forth - not to mention that having sleepers in the Police Department should give you some kind of heads up on raids.

Oh, and: Hi, I'm new. Joined purely for LCS, it being one of the most entertaining games I have played in a long time (I estimate it's kept me busy for at least a few whole days now, and that's very good for my standards).
Title: Re: Sleepers showing up
Post by: Jonathan S. Fox on September 24, 2008, 03:31:45 pm
Ideally I'd like to both have an option when you get the sleeper to have them join as a normal squad member, and have them show up during site actions.
Title: Re: Sleepers showing up
Post by: Jools on September 24, 2008, 04:52:18 pm
Not that I'm trying to overcomplicate things, but how about sleepers having the ability to make certain jobs easier while an LCS team is on-site? E.g. copying keys, so that fewer doors are locked to you, and at higher levels/longer periods of service, even getting computer logins/safe combinations and distracting Conservatives.

Obviously there needs to be some cap on this to preserve some difficulty in the game - even brainwashing a thousand Agents shouldn't make it possible to have a naked bunch of newly-recruited Crack Heads samba their way into the Intelligence HQ and log in the the supercomputer with Admin rights, but it should make doing it a bit easier.

This might overcomplicate things in terms of needing to be able to set Sleepers to their current passive roles or to actively doing this stuff to help raids (carrying an associated risk of arrest) but it would increase the variety of things one can do with Sleepers. The game might need a bit more balancing up to take account of it (e.g. Outside the City raids become nigh-on impossible without at least a couple of people on the inside) but it might make things a bit more fun.
Title: Re: Sleepers showing up
Post by: Winter Knight on September 25, 2008, 12:27:48 am
Quote
Rather than "picking them up at work", I would suggest you be given the option whether to keep them on your team or not when you brainw- I mean, tell them the truth of the world they live in.

There's already been a feature added to the SVN codebase for giving you the choice of what you want to do with a potential sleeper: they could be a sleeper or they could join normally.  We just need a new build to get published... :p
Title: Re: Sleepers showing up
Post by: Jonathan S. Fox on September 25, 2008, 03:48:39 am
I am literally a week behind on my schoolwork and scrambling to catch up right now, so no idea when I'll have time to work on LCS or prepare a new download. If somebody else wants to do it, they're welcome to.
Title: Re: Sleepers showing up
Post by: Neonivek on September 25, 2008, 12:30:03 pm
I am literally a week behind on my schoolwork and scrambling to catch up right now, so no idea when I'll have time to work on LCS or prepare a new download. If somebody else wants to do it, they're welcome to.

I would... if I could code... and if I didn't procrastinate like I want to fail at life
Title: Re: Sleepers showing up
Post by: Aquillion on September 29, 2008, 12:10:58 am
I mentioned this a while back.  It'd be nice if there was a specific screen to give sleepers orders (which could be specific to their situation); for instance, you could order a sleeper to lay low and act like a conservative (they have next to no impact on anything, but they're unlikely to be caught), or adjust how hard you want them to push the Liberal Agenda (the harder they push it, the more likely they are to be exposed.)

There could be other things you could order them to do, too -- to bring you items from the place where they work, say.

And one order could be to abandon their sleeper status and join the LCS openly.  (Although, perhaps there could be a 'loyalty check' for that order -- after all, if you order a highly-paid successful lawyer to drop everything and come hang out in the homeless shelter with you, it might make him rethink his priorities.)
Title: Re: Sleepers showing up
Post by: ChemicalVengence on November 01, 2008, 09:00:59 pm
I mentioned this a while back.  It'd be nice if there was a specific screen to give sleepers orders (which could be specific to their situation); for instance, you could order a sleeper to lay low and act like a conservative (they have next to no impact on anything, but they're unlikely to be caught), or adjust how hard you want them to push the Liberal Agenda (the harder they push it, the more likely they are to be exposed.)

There could be other things you could order them to do, too -- to bring you items from the place where they work, say.

And one order could be to abandon their sleeper status and join the LCS openly.  (Although, perhaps there could be a 'loyalty check' for that order -- after all, if you order a highly-paid successful lawyer to drop everything and come hang out in the homeless shelter with you, it might make him rethink his priorities.)
that's an interesting idea, maybe like an "activate the uninvolved" options screen just for sleepers. But I think if we could at least have a choice to make hostages become regular LCS members once they're re-educated that would be sufficient.
Title: Re: Sleepers showing up
Post by: Jonathan S. Fox on November 02, 2008, 02:26:01 am
an "activate the uninvolved" options screen just for sleepers

I think this is a great idea for how to implement sleeper orders.

Four columns: Sleeper name, profession, location, activity. Selecting the sleeper would put you in the orders selection screen with options specific to sleeper actions. Unfortunately I still don't have time to work on the game right now. :(
Title: Re: Sleepers showing up
Post by: Jonathan S. Fox on November 03, 2008, 12:00:55 am
(http://img.photobucket.com/albums/v613/jonathansfox/Picture2-1.png)

With the sole exception of people who are kidnapped and reported missing, you can make anyone a sleeper or not a sleeper, as you choose. Kidnapped sleepers start out with a higher infiltration level, but non-kidnapped sleepers can recruit additional sleepers if you get their juice up high enough. Sleepers can be recalled from their activation screen -- this change is permanent. Sleepers caught committing crimes like theft or embezzlement will be cut loose from the LCS without trial. Higher infiltration sleepers are less likely to get caught, but risky activities can reduce your infiltration level. Infiltration can be increased slowly by laying low, or quickly by arguing for Conservative causes. Note that arguing for Conservative causes causes a NEGATIVE sleeper effect on the issues, however. As usual, some sleepers are just better than others; even a known Liberal CEO can embezzle more than a deep agent fast food worker, and a transient sleeper will never have much sway on public opinion, no matter how high their infiltration.

There are some things that are still incomplete/broken -- for example, there is an option to order sleepers to create a scandal, and this does nothing. As another case, stealing things will just give you silverware, VCRs, TVs, etc., with the sole exception of police, who randomly either give you an SMG with clips or body armor at the end of each month. But the basic structure of the systems are in place, if still needing refinement and more fleshing out.

Note that I still still don't have time to work on the game right now. I was just irresponsible for a day.  :(
Title: Re: Sleepers showing up
Post by: Little on November 03, 2008, 12:06:36 am
Good job, man!

Can you be irresponsiable for a day or two more and create scandels?

Preferably to be able to get those pesky Supreme Court conservatives out of my hair.

Or be able to discredit the CSS.
Title: Re: Sleepers showing up
Post by: mainiac on November 03, 2008, 12:13:06 am
Awesome!
Title: Re: Sleepers showing up
Post by: Jonathan S. Fox on November 03, 2008, 04:41:58 am
The changes didn't commit properly before, but it's fixed. So the new code and debug exe should be on SVN now.