*Yawn!*
Ouch! Went around the clock after playing too much with 3.06, so I had a lot of sleep to recover. Most of the crashing bugs seems to be out, the game is much more stable, but I did run a second time into a crash right after a car chase, the chase itself ended with my car flipping over a parked car or something like this, and the game crashed as I was supposed to reflect on my ineptitude. So I'd say yes, there is still something that need to be hunted down around car chases, but overall the game is much more better, I actually won Unfortunately, I haven't been able to capture the bug into a savegame, in fact that second crash actually saved my leader who had been killed in the incident just prior the car chase.
Assignment of cars seems to really be fixed, but it would be nice if there was an option for clearing all cars of current passengers assignment. The reason for this is because let's say you make a squad, assign the same car to all members, then one or more members gets injured and gets sent to the clinic, and then you assign replacement people to the squad while they are healing, assigning them the same car as the rest of the squad. The problem is that over time, some others will get injured/replaced, and with some cars models being the same, sometimes it may look like that all squad members may be using the same car, but looking at car colors they are all yellow, which means that some members of the squad is using a car from a previous squad assignment, but it gets hard to tell which is which. So, just a little "Clear all cars assignment" would allow us to just rebuild car assignments.
Another nice thing for the interface would be to be able to switch between squads using [] (or pageup/pagedown) just like the main screen, but when we are in the equipment or vehicules screens. That would prevent gamers to toggle between each screens just to make assignment to his troops.
I also agree that the game end should be improved. In three playing months, I achieved a state where I am in position to win the game, but I barely had any trouble from the police, which I had put myself in a position to fight them off. I don't know if it is because I was pretty good at deceiving them, but I only saw one law change in my game, and if I disband now it jump straight to the end where the congress is 98% liberals (I had like 5 mod, 1 cons, 0 cons+), but with nothing on what happened in the 15 years between the events. It is hard to believe that 3 months of activity would settle the course for the following 15 years.
Speaking of deceiving the police, I even raided them twice, just to shoot some cops, so that they get back to me, but they keep raiding the shelter (nobody there), and I haven't relocated since I left the shelter. I AM WAITING FOR THEM!
This is one of the aspects of the game that I love most, the fact that you do very conservatives things in order to follow a liberal agenda.
Maybe the thing that could solve the timeframe problem is that "days" could be "weeks", and then the rest of the major events would happen more often in real-time, but occur at the same frequency in game-time (I think for example that the first law voting occurs after 2 months, it would just stay the same, but the player would see it only after 8 turns instead of 59). That way, the player could see the way things go related to his efforts, and it would delay the game much more in time. Like I said, I have set the course of events for the next 15 years in just 3 months (and probably could have done it quicker), with weeks replacing days, it would have actually took me a number of years to achieve the same result, which makes more sense. Just my 2 cents, I wonder what somebody else has to say to this siggestion.
And I know that simulating reality is not within the scope of this game, far from it, but I thought this week-end that LCS actually does a better job at it than The Sims, which was pretty pointless IMHO. Sims was simulating the basic individual actions everyone undertake everyday to stay alive, and quickly turned into a waste of time telling your sims to go to bed, go make food, go to the toilet, etc, but societal interactions were pretty low. LCS, on the other hand, comes close (even if not it's original intention) to be a society simulator, although not necessarilly a very accurate one, but definetely an entertaining one. The game gives the payer a good range of people representing all layers of society, and it's up to the player to pull the strings of this society to achieve the ultimate liberal agenda. I think this is where the game holds the most potential. For instance, everybody have mentionned the use of garment makers to make clothes (somebody mentionned that instead, he used a fashion designer), agents for physical security (cops, security guards and gang members could also be good choices, but are generally less armed, which is OK), programmers for hacking, etc... But does anybody thought of making a squad of prostitutes just for the sake of seducing? Goes faster than doing it alone, and in fact your leader will be free to do more important stuff. That's the kind of playing room that I like with this game, there is no single course of action that have to be made to win the game, there is room for a lot of combinations. I think there are some profressions currently not that much useful within the game right now (like janitors, engineers, mathematicians, unless I am wrong), but they could all develop some sort of advantadge to the Liberty Squad if used properly. Some have already mentionned also. LCS 4.0 promises to be really great.