Bay 12 Games Forum
Other Projects => Curses => Topic started by: praguepride on March 05, 2010, 07:24:09 pm
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I've got a quick question about heat. Is it linear or does it grow and fade away?
I.e. commit murder = +3 heat that never goes away unless you get acquitted/serve jail time?
So if I kill someone and disappear for 10 years, will I still have that kind of heat or will I be "neutral" again?
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It is currently linear and fixed.
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Well then, at a point shouldn't heat reduce a bit. Namely for the misdemeanors like B&E, vandalism, and prostitution. It will still appear on your rap sheet and you'd still have to serve time for it, but little things like that shouldn't stay around, should they?
Murder and treason etc. shoudl definitely never go down, but the little stuff should, me thinks...
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Murder and treason etc. shoudl definitely never go down, but the little stuff should, me thinks...
Actually, suppose I take a machine gun and wipe out 20 people. Not nice, and the police will be looking after me. My picture will be on newspapers, teh Internets and so on. I can't go outside without being noticed.
But should I manage to stay hidden from the public and the police for some time, they won't so actively look for me anymore, as they have other things to do. Sure, if I'm caught they'll probably realise who I am and what I've done, but people won't be nearly as actively looking for me anymore. Heat from all crimes should reduce slowly when laying low and staying away from the public.
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There needs to be a cutoff point. If you're bad enough you get on the FBI most wanted list and then effectively your heat NEVER goes down as your picture is posted in every post office/police station around the country.
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I heard a rumour once that doing volunteer work reduces heat, and experimentation seems to support this. I have no idea what's REALLY going on with it.
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Well then, at a point shouldn't heat reduce a bit. Namely for the misdemeanors like B&E, vandalism, and prostitution. It will still appear on your rap sheet and you'd still have to serve time for it, but little things like that shouldn't stay around, should they?
Murder and treason etc. shoudl definitely never go down, but the little stuff should, me thinks...
Minor crimes don't actually give you heat at all.
I heard a rumour once that doing volunteer work reduces heat, and experimentation seems to support this. I have no idea what's REALLY going on with it.
Yeah, there's a small chance volunteer work will reduce your heat. I think I might change this to a laying low option, and make it so that whenever you're not doing anything, your heat can slowly decay.
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So, heat on your activists only disappears if they "do time"?
Is there a way of knowing how much heat is on a particular activist? I've only been able to see the (most recent? most severe?) crime in an activist's criminal record, and heat as a percentage on each of my safehouses via the site actions screen.
Also, what is the relationship between heat on activists, and heat on sites? Do sites get heat when known offenders return to them after committing Liberal acts (e.g. site actions)? I've noticed that raids seemed to happen with much greater frequency in previous versions; in the current version, I haven't been raided yet (even on sites with 100%+ heat and only moderate secrecy); is this a characteristic of the current release, or are my Liberals simply better at avoiding Conservative attention for whatever reason?
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Want to be raided? Want to get rid of all the heat on your safehouse?
Kidnap a conservative, untie him first day of interogation, then leave him untended, so he'll have a high chance of running away. He'll bring the cops onto you, for sure.
After the base defence, your heat should drop to zero. Now change safehouse. Tadaa...
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Well, while I am a little concerned when any of my safehouses suddenly rocket to >100% heat, I'm not going to invite the Conservatives around for a raid just to get rid of it... especially if it has no discernable effect on the likelihood of my safehouses being raided under normal circumstances.
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Abandoned safehouses, or those with no-heat liberals, will lose heat over time. It is only the liberals themselves who never lose heat.
Example: You take over the Crackhouse and it will start with around 90 heat. Leave it alone for a month or two, and it will eventually have no heat.
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By the end of my last game, my leader's heat was so huge it added a daily 70% heat to even the most secret places. The less secure the location, the faster heat racked up. I had to disband the LCS before long, since there was absolutely no way to keep my leader safe without changing safehouses every single day. Besides, after a week or two, every single safehouse I had was way too hot.
So can anyone confirm whether serving time and/or being acquitted lowers a given liberal's heat to any extent?
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Serving time and/or being acquitted completely removes the heat.
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Serving time and/or being acquitted completely removes the heat.
Does being found guilty but then broken out of prison count as having "served time"? :P
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Yeah, that'll shear off your heat too, but breaking out of prison has its own heat penalty.
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How does the "breaking out of prison" heat compare with "multi-murdering traitor" heat, and does this mean I can reduce liberal heat by surrendering then breaking out of prison? :o
Obvious implications: So what those rouge terrorists broke out of prison? They went to prison for a couple days, and thus are less dangerous than their active, recently recruited subordinates.
Wow, I guess those Conservatives really believe in the reformative abilities of prison! A couple days and you are significantly less dangerous!
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If you've been on a good murderin' streak, yes, you should be able to reduce heat by surrendering then breaking them out of prison. It's an artifact of the way heat works currently.