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Messages - Aquillion

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1606
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 18, 2007, 12:28:00 am »
quote:
Originally posted by Jonathan S. Fox:
<STRONG>Sweet! Makes me think there should be flying cars and laser guns and food pills!   :D</STRONG>
I actually think that that sounds like a good idea.  It's not worth actually putting in anything complicated, of course, but randomly describing some cars the player steals as "flying cars", mentioning "food pills" when stockpiling food, and renaming some weapons to plasma rifles, laser nightsticks, cyber-gavels, sonic pitchforks, vibroshanks, etc if the year is past a certain date could be fun (and in keeping with the easter eggs for ultraconservate situations, like death squads.)

Let's see, what else...  keep in mind that none of these would have any mechanical effect, they'd just be easter-egg changes to the text.  That's part of the joke.

The message for credit card fraud could be changed to "jacks in and runs some corps using a neural rig" or something similar.

After a really late date, all cars become flying cars and some of the locations that you need a car to reach get switched to to the moon (e.g. the Moon Factory).

Maybe mutants could start appearing at random, wandering around like normal people in the homeless shelter or tenements.


1607
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 15, 2007, 12:24:00 am »
quote:
Originally posted by LordBucket:
<STRONG>Proposal: Reverse the treatment of sleepers and articles.

It's a lot easier to get sleepers than write articles. Sleepers you can do for a few hundred dollars starting from day one. Writing articles requires a $10,000 investment just to start, then individuals with skill to write, and then you have to go out and commit crimes every time you want to write an article. Plus, so far as I can tell, the effects of multiple sleepers stack, whereas only one article ever seems to be counted.</STRONG>


The difference in price is perfectly logical.  The whole point of the kidnapping-and-brainwashing route is that it's an easy way for people with very few resources to get influence 'high up' on the social ladder.  Trying to set up a publication that anyone reads, though?  $10,000 is really an absurdly low figure.  In the real world, investing $10,000 in publishing wouldn't even make you a blip on the public radar.  Remember, the goal here isn't just "get my words published in a vanity press", but "radically influence widescale public opinion on a key issue."  Saying anything at all with enough decibels to accomplish that goal takes major $$$; just setting up a printing press in your basement and handing out leaflets to all your friends doesn't cut it.

   

quote:
<STRONG>So instead, I propose that sleepers have no regular monthly effect, but rather only change public opinion when events/crimes occurred, relevant to their sphere of influence. Whereas editorials written always have a potential effect based on the number of people reading the Guardian.</STRONG>
Gah, no!  We're talking about the Liberal Crime Squad, not the "NYT editorial page squad."  The problem with your suggestion is...

   

quote:
<STRONG>Maybe the game needs some sort of additional level of complication. It's worth noting that the time that I won, I did it without ever once engaging in combat. Ever.</STRONG>
...yes, but you had to commit crimes.  If it was too easy to kidnap people, maybe that could be looked at...  but your alternate suggestion would turn the LCS into a legitimate publishing company that tries to influence public opinion through informed debate, with maybe a tiny bit of espionage to get a major scoop, or a bit of tomfoolery to earn some cash.  That's not the LCS.

The LCS is supposed to be a darkly humorous parody of real-world groups like the SLA and the Weathermen.  It isn't intended to be an actual manual on how to change the world via reasoned action.  Publication should always be a very minor part of the LCS plan; at best, it's there to provide the player with a reason to steal things to publish from CEO mansions and the FBI.  

That's why you only get one person publishing at once...  you're not supposed to be trying to convince people with your newspaper.  It just exists to 'cash in' the sensitive information you steal when on missions; it wasn't intended to serve as a major method of influcing opinion in its own right.

In fact, I would make a more radical proposal:  Eliminate direct LCS publishing entirely.  It doesn't really fit in with the rest of the game.  Instead, players who get their hands on sensitive information have a number of options on how to leak it...

They could send it to all the major news stations (very likely to make an impact, but also carries a higher risk that you'll be traced as the source...  especially if press freedoms are low, which means journalists have less rights to protect their sources.)

Or they could leak it anonymously online (less likely to make an impact, less likely to be traced.  Depends on leaking person's computer use skill.)

Or, of course, it could be used for blackmail.  There's lots of potental here.  The LCS could extort money; they could use the blackmailed individual(s) as a sleeper; or they could blackmail corps / the government for protection.  Of course, if they demand too much there's always a risk that the victim could just say 'screw it' and try to squash them.

This change would eliminate the current use for the writing skill.  Possibly new uses could be found.  The LCS might still distribute a pamphlet and newsletter, but not to influence public opinion; instead, it could raise donations and attract 'walk-in' recruits.  LCS members who are both good at writing and computer use could also try and attract these things over the internet.  Naturally, any form of generalized recruiting like this would make it easier to find and raid you, but it wouldn't expose you 100%--the liberals involved would be being at least a little careful.  Your newsletter is now something illicit and countercultural distributed at liberal-leaning bars and such, while internet recruitment would take place in the dark depths of IRC channels where you could at least hope to reduce the chance of getting monitored by an FBI agent.  Computer skill and maybe some other skill for distributing the newsletter would reduce chance of being observed through that...  hrm, maybe you should actually have to order liberals to handle newsletter distribution...

(There could even occasionally be a joke message for people who are recruiting over the internet:  "XYZ publishes a game in the internet in which the player operates a squadron of left-wing criminals trying to influence society!  Many people respond to the game's subversive influence, and the following new liberals contact you asking how to join up:")

[ July 15, 2007: Message edited by: Aquillion ]


1608
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 12, 2007, 10:09:00 pm »
Oh, and to get back to discussing gameplay...

For a gameplay mechanic to speed up Supreme Court shifts once the rest of the country is liberal, how about this:  When the country is otherwise overwhelmingly liberal, there is a chance that conservative justices may have an embolism and die in response to some bit of extreme liberalism in the news.      :p

"Chief Justice Flathead was found dead in his office today of a brain hemorrhage.  While reports are inconclusive, police believe he was reading a newspaper at the time of his death, and collapsed while reading about the latest LCS exploit.  While he will be missed, many commentators felt that he had long been out of touch with recent trends in society, and that the blockage in his brain was inevitable given...  (cont page 2B.)"

[ November 19, 2007: Message edited by: Aquillion ]


1609
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 12, 2007, 09:46:00 pm »
EDIT:  This was typed at the same time as the above, nach.  It isn't a reply to it!

The practical effect of Supreme Court decisions can massively change the impact of a law (in fact, sometimes their decisions have a greater effect than any individual law).  If the Supreme Court finds the death penalty to be cruel and unusual punishment, presto--the death penalty is illegal, instantly, in every state.  If they start broadly interpreting forth and fifth amendment rights, that has far more significant impact on criminal law than any individual piece of legislation--and, likewise, if they start interpreting it narrowly, a number of legal protections simply vanish, and police powers expand.  When they made their decisions in Brown vs. the Board of Education and Row v. Wade, dozens of laws across the nation were suddenly unconstitutional and ceased to be legally enforceable.  In the real world, for instance, the New Deal--the most 'liberal' agenda ever passed in the US--was greatly curtailed by the Supreme Court.

As a practical matter, Supreme Court decisions can gut laws entirely, grant or take away rights, and so on.

Free speech...  we shouldn't hold an ideological debate here; the game is intended as dark humor.  But to answer your questions from a liberal perspective:  School prayer is antithetical to freedom of expression; officially establishing one religion interferes with people's rights to hold whatever religion they wish and raise their children under whatever religion they wish, which is a vital part of free speech rights.  From a liberal perspective, people who want to force students to pray in school (or set up situations that could pressure them into praying in school) are the opponents of free speech.

'Hate speech' is much simpler, and much of it is a myth.  There are no major liberal organizations or thinkers in the US that support the sort of 'hate speech' legal restriction on freedom of expression that you are referring to, even when saying things that are hateful.  The ACLU--the core of liberal free-speech support--has defended the free-speech rights of neo-nazis, often against conservative efforts to silence them (and have been ridiculed by conservatives for doing so.)

Now, there are a few things to note in that.  First, freedom of speech does not mean that you are free from the social consequences of your speech...  if you use your freedom of speech to say stupid or offensive things on TV, everyone else is free to use their freedom of speech to criticize you.  Second, freedom of speech is not freedom of forum...  you have a right to express any opinion you want, but you don't have an automatic right to a TV show on MSNBC; people who mail hundreds of letters to the head of the station complaining that they hate your show is not a violation of your right to free speech (it's closer to the free market at work.)  There are problems inherent in this, naturally; they were more serious during the broadcast age, when 'forums' on TV were limited by the available range.  During that time, liberals supported the Fairness Doctrine to ensure that minority or hated viewpoints weren't totally shut out by social or market pressures, while conservatives opposed it.  With the rise of the internet this has become less important; Toady could kick us off of this forum if he didn't like what we said, but nobody could seriously argue that that affects our free speech rights.

Hate crime legislation is another issue many people bring up, but, again, from a liberal perspective this doesn't actually touch on any issues related to free speech; free speech doesn't extend to expressing yourself in ways that are otherwise illegal.  It would be absurd, for instance, to argue that killing someone because you hate their race is a protected way of expressing your hatred of that race.

The key here is that hate crimes are about the nature of the crime.  The principal of taking motives and the murderer's state of mind into account is long-established in criminal law; premeditated murder is more serious than murder in a fit of rage, while murder in 'justifiable' rage is less serious than murdering someone because they dropped a spoon.  One of the most harshly-prosecuted categories of murder defined in law is assassination, killing someone for money, since the financial incentive carries widespread risks if not cracked down on harshly, while the state of mind involved is one of absolute dehumanization of your victim.

Hate crime laws are a logical part of this--if you kill someone simply because of their race, that motive has to be taken into account during the trial.  As a motive, (1) it provides no reasonable justification for your crime, (2) it carries an extremely high risk of re-offense, and (3) it has many of the same problems of assassination--dehumanization and risk of widespread recurrence in the form of racial violence.  These factors, taken as motivations in the same line as the other motivations given above, are all reasons crack down on 'hate crimes' extremely harshly.  In the legal hierarchy of motivations and states of mind--which have always been used to determine severity of punishment--racism and religious prosecution are among the most serious.

Finally, political correctness.  I'll be brief here.  Fundamentally, most of the 'political correctness' we see in our society has less to do with ideology than with market forces and globalization--people who want to sell to the greatest number of people possible, colleges who want to attract as many applicants as possible, jobs that want to be able to employ and sell to absolutely everyone.  This leads to sometimes silly-sounding inoffensiveness.

Some time in the mid 80's to 90's, conservatives realized they could gain traction by blaming this on liberals, and to an extent it stuck...  it's humorous and certainly worth making fun of in the game.  But it isn't real; if you actually look at the words of liberal thinkers or the platforms of liberal political parties, you won't really find any more 'political correctness' there than you would find among conservatives (and less, in some ways--the conservatives have the 'moral majority' folks breathing down their necks, after all.)  Liberals and conservatives each have jokes they tend to find tasteless or stupid; neither has a monopoly on sensitivity.

From a liberal perspective, conservative efforts to undo the separation of church and state and 'moral majority' efforts to censor culture are the most serious threats to free speech in the country today.

Privacy is much simpler.  Much of modern US conservatism does not recognize an enumerated constitutional right to privacy.  I am completely, 100% serious here; this primarily has to do with conservative rejection of Roe v. Wade and gay rights arguments, both of which are grounded in that concept.  Rick Santorum, for instance, who was one of the most conservative US senators during his tenure and a vocal representative of his party's more conservative wing, once famously stated that the right to privacy "doesn't exist in my opinion in the United States Constitution".  Most of the most pressing issues with regards to privacy (ignoring war-on-terror-Bush administration debates, which are ultimately transient and would certainly put liberals on the side of privacy if considered) have to do with sexual privacy, which liberals strongly support and conservatives reject utterly in concept.

...that went on a bit longer than I'd intended.  Now, much of that is broad generalizations or whatever (many conservatives certainly support the right to privacy!)  But the game is intended to be humorous, and paints in broad strokes to that effect...  its conservatives are ultimately faceless corporate fundamentalists, while its liberals are fanatical free-everything hippies.  The positions supported by the LCS accurately represent this comically simplified divide.

[ July 12, 2007: Message edited by: Aquillion ]


1610
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 12, 2007, 04:18:00 am »
quote:
Originally posted by Jonathan S. Fox:
<STRONG>Hm... now that you mention it, Judges would be oddly bad at defending themselves, that's a good point. It's (persuasion+1)*((law*3)/2+1) though, so they're still better than hippies, but not by much. I've never really been happy with the persuasion * law system though, so I think the solution is to change that calculation. Also though, Judges should have persuasion. I'm sure most were trial lawyers first anyway, so it seems silly to have them be at a disadvantage to the lawyers.</STRONG>
Maybe there should be another stat, 'self esteem', which measures how highly a person thinks of themselves?  Characters with high self-esteem would be harder to convince of anything...  A judge, eminent scientist, CEO of a corporation, or famous radio host is probably just going to ignore anything a badly-dressed dirty hippy trying persuasion on them has to say 90% of the time.  Or there could be some sort of check for how important you look, depending on what you're wearing, your disguise, your leadership skill and so on...  if you're dressed as a security guard or a lab technician, you might be able to sneak into a research facility, but you won't be able to strike up a conversation with the CEO or their most famous scientist very easily.

[ July 12, 2007: Message edited by: Aquillion ]


1611
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 11, 2007, 09:52:00 pm »
One thing that leapt out at me from reading that sourceforge page, about micromanagement:

It'd be very useful to be able to assign liberals to 'action committees' which can be given out-of-combat orders all at once.  Action committees could be of any size, unlike squads, since they're really just an interface convenience.  An action committee would appear as one line on most screens where you give orders; the individual people wouldn't even appear (you'd have to move them out of the committee to give them individual orders.)  This would avoid massively-overlong menus; all the 'junk liberals' would be in committees, so you'd only have to scroll through the really important people.

It'd also be nice to be able to give an order to 'everyone at this location', for when you want to move everyone from one place to another or just have absolutely everyone do something nonthreatening for a while.  When people are mass-moved, they should probably automatically continue any continuous orders they were doing before the move once they arrive at their new destination, too.


1612
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 11, 2007, 12:59:00 am »
quote:
Originally posted by Jonathan S. Fox:
<STRONG>I did once consider making it so that people don't randomly get all sorts of weapon skills, but once you take those out there really aren't many skills left in the game, and most people end up largely useless or all looking like master weavers and getaway drivers.</STRONG>

Hmm, hmm, I wonder what new skills could be easily added?  I know you're working on medicine / surgery...  Here's a few other ideas if you want to broaden the skill list.  Naturally, not all skills will be equally useful.  Some skills might help with something for which there is already an existing skill; I think that this is fine, since it just adds more flavor.  Many of these are intended to add flavor to existing character types by giving them small bonuses to various things.

* Cooking:  The ability to make the inedible edible, and make a little bit of food go a long way.  The rate at which you use food during a siege is slightly reduced based on the number of skilled cooks you have, and more sharply reduced based on the skill of your best cook.

* Music:  The ability to produce music, naturally.  Can be used to make money as a street busker.  Also helps in radio station takeovers.  Sleepers with very high music scores influence opinions more (by making liberal music, naturally!  Where would liberals be without the folk song army?  What would the 60's be without music?)

* Mysticism:  The ability to talk about religious things, from crazy new age Wiccan cults to more conservative religions.  Characters with a high religion score are difficult to influence in conversation unless you have a high religion score as well; while if someone has a religion score, but you have a higher one, you get a bonus.  A very high score helps sleepers spread liberalism.

* Science:  Similar to mysticism; scientific people want to hear a scientific reason to join you, while scientist sleepers can produce sociological studies that support liberal causes.  Science skill also helps with some field events (e.g. destroying machines, releasing monsters, fiddling with reactors.)

* Gangsta:  The ability to interact with gang members.  Like science and mysticism, but not so useful for sleepers.

* Business:  Helps a character make money, and improves disguises in some areas (e.g. corporate headquarters, sweatshops.)  Also helps interact with other businessmen, and assists sleepers in influencing things a bit with a high skill.

* Interrogation:  Helps convert hostages, and helps you resist breaking under police interrogation yourself.  Agents and cops have it.

* Art:  Similar to music, but doesn't help when taking over a station, only when earning money or acting as a sleeper.  (A good artist can still produce art with hidden liberal meanings.)

* Slight of hand: a skill for thieves and stage magicians.  The most tricky character on a squad increases the chance that they will get away with some things on a site, such as grabbing loot.  When you're walking away from a peaceful encounter, you may sometimes be informed that whoever has the highest score in this has pickpocketed an item or some money from one of the people you just encountered.  Finally, this skill helps a character earn money.

* Teaching:  A character with this skill is good at teaching others, or at helping them meditate or exercise or whatever.  While they're at a location, they can be set to teach, and will slowly improve the stats and abilities of others in their area, up to their scores.  This also helps when recruiting some characters, and a sleeper teacher helps influence opinions more.  WARNING:  Teachers with a high wisdom score will raise your liberal's wisdom scores when teaching.

* Survival: The ability to survive with very little, and in bad situations.  Characters with high survival may not consume food during a siege, and endure wounds better.  Helps with field surgery a bit, particularly when no 'proper' medical skills are available.  Characters with a high survival skill can also scavenge for items and extra food, even during a siege (although it takes a high skill to turn things up during a siege.)  Finally, crazy-survivalist types are less likely to break down under interrogation and torture (yours or the police's.)

* Seduction: Characters skilled at seduction are better at making money via prostitution (and may choose to engage in it even when good enough to do other things); they're also better at asking people out on dates and convincing people during them.

* Improvised weapons: Helps characters wield things that are roughly-made or aren't supposed to be wielded, like shanks, syringes, or gavels.

* Leadership: The ability to inspire loyalty and direct followers.  A squad leader with high leadership improves the effectiveness of the entire squad in combat, effectively letting them attack faster and more accurately.  Leadership also helps raise the juice of people under you, and decreases the chance that they will betray you under police questioning.  It is difficult to convert someone who has a high leadership skill unless your own skill is higher.


1613
Curses / Re: LCS game mechanics feedback (spoilers)
« on: June 28, 2007, 12:39:00 am »
quote:
Originally posted by Jonathan S. Fox:
<STRONG>It then checks the next person, and by the time it's checked everyone, "lowest" ends up being the lowest "skill" of anyone in the group. So having a major pro disguise person in your group isn't going to help you in the least if her friend is naked.     ;)</STRONG>
Maybe there should be some small bonus to everyone based on the best disguise skill in the group?  Not enough to let a naked friend in, maybe, but a smart guy with a very high disguise skill could probably figure out how to work their one friend in a bad uniform into their group disguise (e.g. "yeah, he's always been a slob."  Or pretend that guy is a civilian being shown around, or whatever.)

Also, one idea I had a while back for sleepers...  it might be neat if there were options to give sleepers general directions for what you want them to do.  For instance, you could:

* Order them to 'lie low', so they don't do anything for you but are less likely to get caught.

* Order them to sneak you items, which nets you objects that vary based on their class, usually from places where that person is found (e.g. an agent could bring you hard-to-get guns, police could bring you uniforms, etc.)

* Order them to embezzle money for you.

* Order them to try and cover your tracks (a police sleeper could mislead investigations, say).

* Order them to keep an eye out and report to you, bringing you information from inside their organization (e.g. police/agent sleepers giving you details on investigations; lawyer/judge/police sleepers might also leak information that would help you in an upcoming trial.)

* Order them to sneak in hidden Liberal propaganda (which is what high media-profile sleepers do now.  Obviously, the higher-profile their job, the better their propaganda.)

* Assist in infiltration.  A sleeper with this order tries to help you sneak squads inside; whenever one of your squads gets into an encounter with conservatives, there's a chance your sleeper will wander by to try and smooth things over.  They also leave doors unlocked and provide you with information about where important things are.

* Any sleeper could be ordered to cause havok (i.e. smashing things, just like you do in a raid.)  This would generate headlines, but would be among the most risky things a sleeper could do; it'd usually only be worth doing for sleepers that are otherwise useless.  Sometimes they'd just blow themselves up by mistake, even.  Also, if they're caught (or even if they're not, but the LCS is fingered somehow), it'll hurt your group's reputation.

* Judges could actively try and get themselves assigned to cases where your people are involved.  They could also be ordered to try and engage in LIBERAL JUDICIAL ACTIVISM (TM), naturally; this wouldn't have a huge effect if the supreme court is tilted conservative, but it could help a little by affecting what issues are in the papers, and could impact laws directly if the court is more liberal itself.

Hrm.  I recall that getting people on the supreme court was a pain, even after you've beaten every other part of the game.  How about making it possible for your sleeper judges to get nominated to the supreme court by conservatives?  You'd have to order them to "groom themselves for the supreme court", and they couldn't engage in liberal judicial activism (tm) or they wouldn't be considered.  And having more sleeper judges would help a lot, too, of course...  more chances one will get chosen.  Letting players get an early start with the supreme court like this could help the endgame immensely, and it fits reality (once they're on the supreme court, your sleeper can unmask themselves and go 100% elite liberal and there's nothing anyone can do.  Well, a super-conservative government could have them executed for treason or something, I guess, or they could just be killed by a conservative death squad if things have gotten really bad, but sneaking one person onto the high court isn't likely to help in that case anyway.)

You could also set how much you want them to risk on an order--i.e. from "get it done eventually, but don't take any risks" to "get it done NOW, even if you blow your cover."

Police, Agent, and other law-related sleepers might also be ordered to try and sneak someone of yours who's been locked up out for you.

Sleeper lawyers could defend you in court, I guess, but wouldn't that risk blowing their cover?

Oh, also.  You ought to have the ability to just 'pull in' a sleeper, ordering them to report to base, drop their cover, and become a normal LCS member.

Perhaps there could also be an option to try and convert a normal LCS member into a sleeper, going the other way...  naturally they'd need a clean record, and having other sleepers in place would help, too (e.g. your sleeper talk radio host introduces the book written by your new sleeper author or whatever.)  It'd have to be pretty difficult, but could be interesting.

[ June 28, 2007: Message edited by: Aquillion ]


1614
Curses / Re: Favorite Liberal Crime Squad slogans?
« on: July 31, 2007, 03:20:00 pm »
I prefer "Live Free or Don't."

1615
Curses / Re: Game mechanics
« on: May 27, 2004, 03:16:00 am »
Mithril Mail doesn't work at all.  IIRC, it's actually less effective than normal clothing.  If you want some protection, wear a trenchcoat--that's the only armor available at the moment that offers more protection than clothes.

And I think blind hackers should be able to hack computers on-site by whistling perfect tones into the modem port or something bizarre like that, if they have enough juice.


1616
Curses / Re: Game mechanics
« on: April 28, 2004, 12:36:00 am »
quote:
Originally posted by Jonathan S. Fox:
<STRONG>Let at it this way: If you shoot from the hip, an M16 will put all three shots into the same person from 45 feet away. That's more than enough for anything indoors, especially since nobody would ever hold an M16 at their hip during combat anyway.</STRONG>
Remember, these are LCS characters we're talking about here.  Your Liberals are probably waving their guns around madly in a frenzy of Liberal idealism; while the Conservatives are evil and don't care about civilian casualties anyway.

(Actually, that's an interesting point--if a conservative security guard accidently hits a hostage, an innocent bystander, or another conservative, does it influence public opinion?  One would expect it to.)


1617
Curses / Re: LCS 3
« on: May 25, 2004, 07:55:00 pm »
quote:
Originally posted by Floydman:
<STRONG>The fact that my leader was coincidentally at the hospital when the raids occured helped me a lot to maintain my organisation over time.</STRONG>

Hmm.  You know, something just occured to me.  With the way the game is set up now, you're probably better off keeping your leader in the hospital 24/7, or as close to that as you can manage--that will basically make the LCS as a whole immune to the new structure-related risks.  Just have him pop out occasionally and promote everyone to right under him, then get him scratched and send him back to the hospital for a month--simplicity itself.

1618
Curses / Re: LCS 3
« on: May 06, 2004, 12:26:00 am »
I do think that it's a bit too easy to get extreme public opinions, though.  Logically, on issues like these that cut the country down the middle, the further public opinion is from 50% the harder it'll be to change further--you have moderates who are easy to convince, then more conservative folk who are less likely to listen, then the bible-thumpin' anti-evolution gun-totin' corperate hicks who still blame Roosevelt for everything.  You would therefore expect it to be much easier to shift public opinion from (say) 50% to 75% then you would to shift it from 95% to 100%, since that last 5 percentage points are probably the most hardcore holdouts.

Or, to put it another way, trying to influence society will eventually yield diminishing returns.

[ May 06, 2004: Message edited by: Aquillion ]


1619
Curses / Re: LCS 3
« on: April 28, 2004, 12:32:00 am »
quote:
Originally posted by Jonathan S. Fox:
<STRONG>By making it harder, and more entertaining, to get each Liberal, you make them more valuable, and encourage playing according to the "feel" of the game, not treating them like statistics.</STRONG>
No, no, no.  I think that treating them like statistics is very much in line with the theme of the game.  Truly skilled liberals aside, they're just cannon fodder to advance the LCS agenda.

[ April 28, 2004: Message edited by: Aquillion ]


1620
Curses / Re: LCS 3
« on: April 22, 2004, 09:27:00 pm »
quote:
Originally posted by Toady One:
[QB]So the best way to make money is to set up your own sweatshop?  Maybe those liberals should become disillusioned after a while and rat you out or just leave./QB]
When I did it, I was actually using my leader (since it was a simple activity with no risk and no criminal element.)  You don't need more than one person doing it, and in any case it would take forever to go through all of them every day and order them to make a new garment.

Oh, perhaps excessive garment making should cost you juice?  Sitting at home knitting ball gowns for days on end is generally not a very revolutionary activity.

Or, if you think this is a more serious problem, you could just reduce the prices that the pawnshop pays for clothes.  You could reduce it right down to the construction price for perfectly-made clothes, for instance, which would eliminate profitable garment making entirely.  You might also have them buy damaged or badly-made clothes for a fraction of the construction price, though.

Another thing:  There are some commands (garment making being one of them) that you normally enter for just one day, but which you might sometimes want to have someone do over and over (for practice if nothing else).  Perhaps there should be an interface option for this, some sort of "repeat this command endlessly" switch you can turn on while assigning actions?

EDIT:  Actually, talking about ways to make money gave me another idea for sleepers.  Having your recruits sitting in their Waco-style compounds making clothes to sell at the pawnshop to fund your activities doesn't seem entirely liberal.  However, having Sleepers funnel money to your organization from such activities makes much more sense.

When expanded sleeper abilities are implemented, that could be an option for corporate sleepers.  Different sleepers would earn you different amounts depending on their status in Conservative society, of course; you could also specify how much (relatively speaking) you want them to funnel to the LCS.  This is Embezzlement, though, a crime; and the more you have them funnel to your organization, the higher the chance that they'll get caught.

Thus, instead of bringing a fashion designer to your hideout to make clothing, you'd have them keep their place in Conservative society and redirect money to you from there.  That makes more sense, logically, and could be easier to fit into the game.

[ April 22, 2004: Message edited by: Aquillion ]


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