Hi,
Each gang will have a main facility (where the boss resides) and winning this mission is the requirement for beating the gang.
Can be interesting to know more, if you would like to share thoughts. But there is also something about keeping one's cards...
Anyway, it would be good to make it stand out with consequences to the player's campaign. A recognition in scripted dialogues and barks, mechanically as well, even some returning characters/units, etc... Overall also making the state in which the gang is at the moment of your final judgment more obvious here. I mean you can be putting out of misery just barely surviving gang, or critically hitting a giant at the peak of his empire.
Outside that, each gang will be able to build facilities to increase cash flow and provide benefits to members, perhaps within a certain city tile radius.
A nice idea!
lvl1- 3x3 ?
lvl2 - 5x5 ?...
- If there is another facility influencing the same tile their effect will be additive.
- If two gangs are temporary allies, influence of their facilities on both their tiles would add up too. Would need to be tested if feasible though.
Had originally planned to have more facility levels, with each assault damaging the facility and the gang attempting to repair it, but think this will create unneccessary repetition and require additional code complexity without really adding anything.
Agreed.
Further, once a facility is found, it's a sitting duck and a higher level facility represents a lot of investment. Not keen on moving facilities, as they will likely provide a source of intel on gang leaders when destroyed. So, am heavily leaning toward low cost, but more facilities and one level up per facility.
I don't know how the game logic works here. A speculation:
You can simply have the randomly positioned main facility from the beginning of the game. And then they will spam this secondary one over some time period if they have enough money to do it, and later choose between leveling it or building another one. The time period and money adjusted by the game's difficulty.
Where to place it can also be random but weighted, with a higher chance to end at the place where there is more neighboring tiles of the same gang, as that would benefit them more. I don't know what do you mean by moving facilities. If we destroy a facility and they have enough money, they can simply build another one I guess.
Does a facility have some running cost? (~> upping the cost adding the next)
Typically, the facilities will provide economic benefit and/or makes the troops more dangerous. Main facility aside, 1-2 facilities per gang is (perhaps some could be shared) feasible. Some thoughts:
Churcher: Elysium Facility (Dirty apt map) - provides a buff to churcher troops within x city tiles
Survivalist: Black Market - increases equipment level of troops by 1 within x city tiles
As above are more local influences, what about asymmetrically make it for mafia benefit the whole system, eg:
Mafia: Casino / hotel (money laundering) - increase wealth within x city tiles. Also the mafia units in the sphere of influence will drop more money...
Also considering the possibility of being able to find a facility without requisite intel, by observing the effects (elysium addled churchers) in tiles, and determining the epicentre manually. It would be a nice bit of detective work, but not sure about how it would work functionally.
I like it. The aspect of rewarding cunning approach in itself is worth the consideration. However, the obvious question is how will the game recognize it was a detective effort not just a random stumble upon a facility?
Suggestion:
Very high time-cost of intel level needed to uncover a facility (eg. 100% intel lvl on a tile). An assumption: it won't be feasible to probe blindly most of the tiles to that lvl, because the time needed would make the opposition grow too strong to overcome. On the other hand, being fairly sure you got a golden mine makes it more worth to selectively time-invest your surveillance efforts.
Right now 100% intel on a tile costs ~24h+, not much, but depends how the campaign will be balanced. I would balance [intel time cost <-> opposition grow] so that on the lowest difficulty one can do 100% intel on a whole city and still be able to win the game, whereas on the highest one you would really need to time-weight your actions, making more educated guesses (perhaps a principle to consider in general).
Of course, the 'requisite intel' (may I ask what it entails exactly?) can go around, perhaps telling the same more obviously? ("a facility on coors such and such", then doing 100% intel lvl there to get the mission)...