Vigilantes > Suggestions & Feedback

Intel on gangs v21-23

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Daithi:
Yep, definitely useful. In general, the level of information the game provides isn't great at the minute, so good to know where uncertainty lays.

There are likely still some problems with intel around gang leaders. It's an area that doesn't come up too often, so it's likely to have some rough edges. The portrait moving into boss slot is just an oversight. Haven't really decided what happens when boss KO yet - maybe prevent gang from purchasing any more rackets/upgrades and reduce their income/recruitment - any thoughts?

You won't have to eliminate all lieutents, just enough so you can find the boss. Don't want to making the game longer for who wants to play a shorter game.

On rackets, from memory, think it gives you the option to get information on existing rackets, or to get information on next unrevealed racket - the racket it gives you is almost certainly not random also, it will just give you the next unrevealed one.

If that save (from later in campaign) is V24 can you send it on to me? They should only default to providing basic info if there is nothing of equal intel level available.

ushas:

--- Quote from: Daithi on February 26, 2018, 08:29:45 AM --- Haven't really decided what happens when boss KO yet - maybe prevent gang from purchasing any more rackets/upgrades and reduce their income/recruitment - any thoughts?
--- End quote ---
A gang ronin? Makes sense. Whatever you decide their reaction should be. Also in case the boss and/or the base themselves have any significant influence on income/loadout/bonuses/booze then also removal on its own has some natural effect.

Hmm, trying to imagine how it plays. Some changes you talk about won't be imminent in terms for us to observe. As it's a gang finale, maybe make extra sure players perceive it that way? Obviously, you're not planning for the gang to suddenly disappear. Maybe we can still target them for intel on other gangs or even clear (i.e. plunder) the rest leadership/rackets if fancy so? Then in that case it needs to be indeed communicated well that the gang is as good as done in this story, so it's clear that don't need to hunt the remains to win the game. I know it's a kind of nobrainer, but wanted to emphasize given the voiced intentions to keep it short. Not thinking anything specific. 


--- Quote from: Daithi on February 26, 2018, 08:29:45 AM ---If that save (from later in campaign) is V24 can you send it on to me?
--- End quote ---
It isn't. It's all in V23. Haven't played V24 that far yet, but can try run some quick tests using sleepin' time, and later also target rackets more in overall... 

ushas:
Racketeering in v24
About the test. No intel on leadership. Slept till churchers had all rackets lvl2 (2 x lvl2 chop shops according to log). Interrogated mafia specialists about church. Was given a racket intel all right. It was indeed a chop shop. However, then on the gang intel screen it says Chop chop lvl 1. Upon finding out the place on the cityscape it says lvl2. I'm not sure how/if a map differs lvl1 vs. lvl2, so nothing definitive from the battle itself. The first racket gave me intel on the second one and the second lvl2 Chop Shop informed about a church lieutenant.

Conclusions
-- Perhaps gang intel screen wrongly reports racket level?
-- So, yes, enemies do give intel on lvl 2 rackets (assuming the gang intel screen info is wrong)

Could there be any difference when one has all intel on leadership uncovered already?
(aka was thinking about the next time I'm to get all intel on leadership first and then try ask about rackets...)

Daithi:
Gang intel screen could well be reporting incorrectly - seems like a good place to start.

There are likely to be some bugs around late game intel - it doesn't get that much testing. Fixed an issue in this area last week. If you have all leadership intel, it should attempt to give racket intel, and failing that it might give boss intel, or downgrade the intel quality and tell you about a district.

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