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Author Topic: Shadows of Doubt: Dark nights in cities that know how to keep their secrets  (Read 2789 times)

Vivalas

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Honestly, I'd like to see the possibility of getting side missions where after some investigating it becomes clear the target is *you*, and the clear course of action is to track down whomever was offering a job to say- smash up your apartment or whatever for the possibility of stealing the "rewards".

As a twist to this, a large part of noir drama is the detective being targeted by his quarry. I was disappointed after all the suspense of the tutorial case, learning that the murderer can't actually target you.

Maybe it's just me, but I want this game to be survival horror. Guns, permadeath, and if you're not careful while investigating the murderer, be careful where and when you sleep.
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Kagus

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Well guns (insofar as the character using them) aren't going to be a thing at least, the head developer has made that stance quite clear... But greater consequences/threats to the player have been a big desire in the community for quite some time. There's a very barebones system in place for someone hunting down the player in the form of loan shark enforcers, but they're... Not very good at their jobs, currently :P


But yeah, the tutorial case has a lot of cool stuff in it that just isn't carried over into the procedural cases... I'm choosing to view this as hints of things to come, that they have full intentions of adding into the mix once they figure out how, but that's probably going to be a ways off yeah.

Vivalas

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Yeah I've heard about that regarding guns, and I'm hoping when mod support is added it's comprehensive enough to allow it. It's just such a staple of noir, I just want to carry my trusty snub revolver when breaching the murderer's apartment.
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars

Kagus

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Yeeah... And there are definitely a lot of people who feel the same way. I don't remember if the old murder mod had functioning guns or not, but it did let you kill people... Which revealed one of the big reasons why guns aren't implemented in the base game: The player killing people ends up destabilizing the game even more than usual, which is saying something!

Vivalas

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Yeeah... And there are definitely a lot of people who feel the same way. I don't remember if the old murder mod had functioning guns or not, but it did let you kill people... Which revealed one of the big reasons why guns aren't implemented in the base game: The player killing people ends up destabilizing the game even more than usual, which is saying something!

This is why I usually advocate for permadeath as well. If guns are added and damage is scaled appropriately, you can have tense gunfights where your life is at stake, and then you can tone guns down normally so you aren't likely to get shot, for say, taking a step into a restricted area for a fraction of a second.

Alternatively you can just make them wound like swords and knifes do. Always thought it was silly that the justification was "it would break the game" when you can hit people with a sword. Just make them not kill anyone like every other weapon works.
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars

crazyabe

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the way I'd do it is differentiate between Non-lethal guns (Ie the ones that *just* break your legs while you bleed out) and Illegal guns (Ie ones that are bought from arms dealers in the underground) Non-lethals would be acquired at city hall, and like anything else you use- not kill under any circumstances, while Illegal guns would- furthermore using Illegal guns to 'eliminate' someone would start a spiral, beginning with the game spawning an AI detective to start tracking you down based on any evidence left at the crime scene, the more people you kill, the faster the AI det' gets closer to finding you, the detective will hunt you for 30 days or until you're arrested or hospitalized, after which the AI detective vanishes, note the AI detective's progress will be reset if you eliminate them, but if you 'eliminate' say, 4-5 Detectives in a row, the Enforcers start paying attention to your actions and a 'specialist' is spawned in, after a day or two of the specialist being around all AI get the notice that you're a criminal, all security systems are set to shoot you on sight, and the enforcers will SWARM your last known location, past this point you will not be arrested or hospitalized, and everyone shoots to kill, including criminals in the underground, because you've got a bounty on your head and your actions had consequences. this status will not be removed until the game ends.
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Vivalas

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Yeah the above idea is something I've thought would be cool, regardless of guns, as additional consequences for playing a "bad" character who loots everything and breaks in everywhere all the time.

Granted that would probably also require additional social mechanics for getting in to places without just being let in be a diceroll or a bribe.

Problem is so many mechanics tie into the break in game play is that you have to add a lot to offset that, but that could be fun too. Like forgery, ID cards, disguises. "I'm here to work on the utilities" requires you to have a uniform appropriate, etc
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars

Dorsidwarf

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I like the game,  it sadly it’s suuuuuper resource intensive and anything above a tiny city lags on a game that’ll handle hi fidelity shootemups with relative ease. The new hotel seems especially chuggy as a building, presumably because of the large open space.

Also I keep running into “no murders” situations where murders just… stop, either for a few days or forever? I have no clue if this is always a bug or only sometimes.
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Kagus

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So, to begin with, murder schedules are a bit flexible and sometimes won't happen for a few days. That's fine enough.

But there's something else going on which can potentially make it even trickier... The murder alert doesn't trigger when someone's killed, it's killed when someone else discovers the body.

If the murderer kills their victim in a relatively isolated/private location, it's entirely possible that no one will see the corpse for another several days after that, if ever.

I haven't gotten to witness it myself yet, but there's apparently a system in place where a dead body will generate a "smell" that increases the longer it's been left alone, and nearby citizens coming into the given smell range will be able to mention it if asked about suspicious activity. Try asking around various apartment buildings to see if anyone's noticed something recently.


That said, there is also a chance that the killer is utterly glitched somewhere and completely locked in a processing loop that prevents them from doing anything. However, this is actually vanishingly rare. It's almost always something to do with the previously mentioned quirks.
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