To all who've worked on the game: I'm really enjoying it! Thanks for your work. I've got some suggestions/requests for changes to the game, in order of most to least important:
I've got a reproducible bug: if I release the last member of a squad, and then start tabbing through squads, my game crashes.
And a more elusive bug: I rarely seem to be able to send out more than one squad a day. After the first one exits its location, the game usually crashes.
And a design recommendation: I'd modify the policy on profit from pawning clothes somewhat. Right now, the pawn shop price is capped at 50 above the production price. I think this has a few bad effects:
-It removes the choice of which clothes to make for money: there's no risk/reward tradeoff, so there's no reason to produce past Cheap Suits.
-It removes most incentive to try to get your tailors past a certain level- which usually means there's no reason to juice them past 50, which means you never have any reason to otherwise develop them by taking them on riskier, juicier missions.
-It removes a sense of progress when you get high-level tailors.
For these reasons, I'd suggest a compromise: for clothing with a cost of more than 50, have the profit per unit scale with the square root of the cost. So an item twice as expensive to make would make sqrt(2) as much profit (about $70 for a $100 item), an item four times as expensive would make double the profit ($100 for a $200) item, etc. Of course, in actual practice, that'd mean a sale price of $115 for $60 items, or $425 for $300 items. That rewards risk with slightly higher reward, without being too powerful.
Finally, I have two interface requests: When prompted for a nickname for a recruited, dated, or captured person, could you have it display their name, age, and some statistics? As it is now, I usually defer naming them until I can get into the r-screen. And when you're in the r-screen (R-1-A), could you have an option to strip them? That way I don't have to put them into a squad if I want their clothes for someone else.
Thanks again!