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Author Topic: Liberal disobedience  (Read 3156 times)

Kay12

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Liberal disobedience
« on: May 11, 2010, 04:07:00 am »

Note, this topic contains some spoilers.

Liberal disobedience has several possible outcomes. The current ones are:

  • run around uptown splashing paint on fur coats! (assault crime, influences animal research)
  • disrupted a traditional wedding at a church! (disturbance crime, influences gay rights)
  • posted horrifying dead abortion doctor pictures downtown! (no crime, influences women's rights)
  • gone downtown and reenacted a police beating! (disturbance crime, influences police)
  • dressed up and pretended to be radioactive mutants! (disturbance crime, influences nuclear power)
  • squirted business people with fake polluted water! (disturbance crime, influences pollution)
  • distributed fliers graphically illustrating executions! (no crime, influences death penalty)

In addition, there's an extra option included in /daily/activities.cpp, "distributed fliers graphically illustrating CIA torture!" which is supposed to influence torture laws but this option never happens because the RNG currently chooses from the first 7 (this may or may not be intentional). Also, only the animal rights (and the CIA option) can occur when their respective legislation is L+.

Seeing how risky disobedience is (broken bones, skulls and spines), it should be beefed up a bit. I also think it should have access to more (all?) issues. I suggest the following additions:

  • joined a group of strikers downtown! (no crime if union law is M or better, otherwise disturbance, influences union laws)
  • started an anti-war demonstration! (disturbance crime, influences military spending)
  • distributed information booklets about corporate corruption! (harmful speech is free speech is C+, influences corporate law)
  • informed people about the benefits of organic products! (no crime, influences GM laws)

I think adding flag burning in disobedience could be a bit overkill, as you really don't want your liberals charged with flag murder because of the RNG...

More ideas?
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LiteralKa

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Re: Liberal disobedience
« Reply #1 on: May 11, 2010, 11:06:22 am »

Sounds good.
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CrossBolt

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Re: Liberal disobedience
« Reply #2 on: May 11, 2010, 12:02:43 pm »

I like this idea too, including the way it tells you ((informed people of benefits of healthy food etc)
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Servant Corps

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Re: Liberal disobedience
« Reply #3 on: May 11, 2010, 09:08:45 pm »

Quote
Seeing how risky disobedience is (broken bones, skulls and spines), it should be beefed up a bit.

Actually, disobedience isn't really that risky at all. You can get beaten up, sure, but that's better than getting killed in a site raid or getting very high heat level. You affect the issues slowly and gain juice at a constant rate (up to 20). Not arguing against the changes, just the rationale.
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Kay12

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Re: Liberal disobedience
« Reply #4 on: May 12, 2010, 12:48:08 am »

Quote
Seeing how risky disobedience is (broken bones, skulls and spines), it should be beefed up a bit.

Actually, disobedience isn't really that risky at all. You can get beaten up, sure, but that's better than getting killed in a site raid or getting very high heat level. You affect the issues slowly and gain juice at a constant rate (up to 20). Not arguing against the changes, just the rationale.

Well, I wasn't quite right I see. What I meant was that for the average Liberal Disobedient (a quite fresh recruit) chances of getting beaten and losing the use of legs and arms are quite high. Perhaps disobedience should be something that gains more power when more people are doing it (up to a cap to prevent overpowering it)?
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Kalos

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Re: Liberal disobedience
« Reply #5 on: May 16, 2010, 11:48:04 pm »

My Liberal Disobedients are definitely arrested, injured, ratting out, ratted out, and spending more time in the hospital, and just generally higher maintenance than my "Terrorists" who do nothing but shoot their way into and back out of wherever I send them, as well as defending my hackers from corporate mercs.

...And my 2 hackers + liberal Guardian are probably more influential overall!
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Kay12

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Re: Liberal disobedience
« Reply #6 on: May 17, 2010, 04:41:20 am »

This is exactly what I mean. While liberal disobedience doesn't require any skills, it's weird that it's so much riskier than many more influental options. It needs that something to boost it a bit.
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o_O[WTFace]

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Re: Liberal disobedience
« Reply #7 on: May 17, 2010, 07:36:40 pm »

It is risky, but I think the real issue is that more rewarding things are too safe. 

Raid the factories every day and generally nothing is going to happen.  Spraypaint the slums and the homeless shelter up to 50 juice and no one is going to care.
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Kay12

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Re: Liberal disobedience
« Reply #8 on: May 18, 2010, 12:12:27 am »

I agree with the poster above. Factories are too safe in any case, the worst thing you can find there are nonunion workers armed with chains (and even they disappear as the union laws get better) and the occasional corporate manager. No speakers. No instakill lethal conservatives. Plenty of machinery to wreck. That's why I always start at the factories.
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MetalSlimeHunt

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Re: Liberal disobedience
« Reply #9 on: May 18, 2010, 01:55:50 am »

I agree with the poster above. Factories are too safe in any case, the worst thing you can find there are nonunion workers armed with chains (and even they disappear as the union laws get better) and the occasional corporate manager. No speakers. No instakill lethal conservatives. Plenty of machinery to wreck. That's why I always start at the factories.

I must dispute this. More than once I have been overcome with Conservative greed at the prospect of the potental juice from a factory raid. This has led to some of my squads being wiped out by SWAT. Factories are just as danger-filled as any other Conservative compound. They are traps. You get deep into the building, wrecking stuff for juice, and then you are ousted. SWAT arives as you get to the door. A few members are injured in the escape. You all die in the following chase. One, two if you're lucky, might peel off during the running gunfight.
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Kalos

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Re: Liberal disobedience
« Reply #10 on: May 18, 2010, 02:29:48 am »

I must dispute this. More than once I have been overcome with Conservative greed at the prospect of the potental juice from a factory raid. This has led to some of my squads being wiped out by SWAT. Factories are just as danger-filled as any other Conservative compound. They are traps. You get deep into the building, wrecking stuff for juice, and then you are ousted. SWAT arives as you get to the door. A few members are injured in the escape. You all die in the following chase. One, two if you're lucky, might peel off during the running gunfight.

That has nothing to do with the game and everything to do with you playing it. Losing someone in an infiltration raid can usually have that unfortunate soul replaced the next day (possibly on another raid, no less) and within a week they can have enough juice to recruit another entire squad plus three extras, and the skills to put your entire combined Liberal Disobedient brigade to shame. Meanwhile, your LD's get knocked out for weeks in the hospital and having the chance of permanent disabilities, or since breaking them out is a bigger offense than what they get arrested for, they have at least two months waiting to go to a trial that they have the (small) potential of losing.
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Kay12

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Re: Liberal disobedience
« Reply #11 on: May 18, 2010, 06:26:51 am »

I agree with the poster above. Factories are too safe in any case, the worst thing you can find there are nonunion workers armed with chains (and even they disappear as the union laws get better) and the occasional corporate manager. No speakers. No instakill lethal conservatives. Plenty of machinery to wreck. That's why I always start at the factories.

I must dispute this. More than once I have been overcome with Conservative greed at the prospect of the potental juice from a factory raid. This has led to some of my squads being wiped out by SWAT. Factories are just as danger-filled as any other Conservative compound. They are traps. You get deep into the building, wrecking stuff for juice, and then you are ousted. SWAT arives as you get to the door. A few members are injured in the escape. You all die in the following chase. One, two if you're lucky, might peel off during the running gunfight.

LCS is really about not biting off more than you can chew...
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CJ1145

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Re: Liberal disobedience
« Reply #12 on: May 21, 2010, 09:33:21 pm »

About what time should you take on your first car-involved mission anyways? I always seem to jump the gun and get annihilated.
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Zangi

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Re: Liberal disobedience
« Reply #13 on: May 21, 2010, 11:15:28 pm »

About what time should you take on your first car-involved mission anyways? I always seem to jump the gun and get annihilated.
When you get someone who can drive?  Especially if you are prone to causing a ruckus...
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jasonred79

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Re: Liberal disobedience
« Reply #14 on: May 22, 2010, 12:18:02 am »

For myself, I actually get a car ASAP. So someone in my group can LEARN driving.
That said, I abandon my vehicles and run on foot at the first sign of trouble.
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