Secondly, I liked the war mechanic, only wish it wasnt limited to taking over those gangs. It may be a good idea to have local thugs recapture a territory if u mess up in some way, so the war mechanic goes on.
Thirdly, we can do extortion/racketeering ourself aswell.
Most probably will do something in this direction. We'll see.
My question: Is the Image folder for "captivity" already implemented in the game? and if yes, how do i get the scenes in the game?
Yep. It's one of the random "fluff" gigs.
My suggestions would be:
1. make some of the random events "expandable". for example the downtown event with the aphrodisiacs, when you pretend to take them but the character is already anal queen give the option to stay for dp, and after that of she stays again, then proper gangbang.
Dunno if i'm gonna expand them. I'd better just add more.
2. Give players an option to force a random event by making the character do something (flirt or something)
They all have cooldowns and high spawn chances, and i don't think there's enough of them to justify a force option... Maybe as a cheat option. Or later.
3. More Events for the character to be flirted with or when she gets defeated. Maybe even walking around with provocative clothing, getting grabbed (kidnapped or something)
There'll be more bold approaches for sure. It's just a matter of time until i get to more events... And most of the random events are already triggered only by provocative clothing. Kidnapping and any means of non-con is no-go with patreon though.
If not for heists, I think I would run out of money at a pretty rapid rate. I basically have to go lockpick for safes to stay afloat and that's without any additional spending on clothes etc. Gangs cost a lot to maintain before the swimming pool/high morale. And I think morale needs some rebalancing. It seemed like the highest I could get was -1 per day without the pool. I think you should at least be able to hit 0 by giving the max payment. Gang members not assigned to a job should have minimal upkeep.
Yeaaah, seems like morale is the most annoying thing right now, and it became a bigger problem when i changed how gang payments are calculated... i'll do something with it soon.
inventory/stash handling is particularly atrocious (at least use table layout with dynamically adjusted transfer buttons in the middle)
Honestly, i just slapped in ChapelR's(of course, everything is in the credits) simple inventory code for MVP and rolled with it. But yeah, transfer of specific amounts is needed for sure. I'll ponder on that sometime soon - if its gonna take more than an hour, i'll do it after finishing the stuff i listed as work-in-progress in the roadmap.
tho personally id get rid of explicit stash entirely and handle everything automatically on common sense basis
Right.
lab/cooking should show currently held amounts (eg. as sub/super-script on respective buttons/labels)
Right.
ditto for warehouse, its already pretty good but add current count to cargo name in shipments menu and make it the default screen, making 'check your cargo' menu superfluous (nb. 'check your inventory' already is)
Right. I just forgot to remove "check your inventory" after the warehouse redesign. Initially(pre–fifth version?) it was... bad.
crypto economy needs serious rebalance, both mining - with current 6/5.2/4/0.6/0.1 ratios per mint there is no point ever mining anything but cvc, and the 'market' simulation part - it needs bigger (much, much bigger) 'cap', as selling literally couple coins affects it way too much
Uhh, i tried to balance cvc by making it the easiest coin to dump, but yeah, i'll ponder on that.
energy system is overly simplistic, not saying go full sim like dol/cot (tho that would be awesome xD) but being able to go multiple combats a day, each starting fresh, is a bit much - id start by adding element for hp to main ui, not initializing/resetting hp variable on fight and introducing base regeneration rate, eg. +1hp per hour, with additional +0.2~0.3 per fitness level bonus, then see how that feels gameplay wise
Fair. Right.
thug/thief/(traveler?) should be preferences (ie. in game terms provide efficiency bonus at preferred role) not limiters
Will require a sizeable rework, doubt i'll do anything with it.
almost forgot, end of day calculations are too slow, with 15~20 members browser starts popping up kill process dialog^^ - im guessing much of it is done in twine widgets, it should be moved to js code having twine only parse final results
Me iz too st00pid for js (or too lazy for another syntax, or both), tho seems like the problem is only in gang members' foreachs? I'll rewrite them slowly on js.
1. Slick Rick has been able to challenge me in the morning despite not being part of my gang yet
2. The lab has some text describing your setup all the way until it's fully upgraded, then it goes missing, there does appear to be some text for it in the code so i'm assuming something is off
3. When asking the red phone about missing skills it doesn't list the driving trait
4. There is a a gig that is just a '?'
5. When able to create 5 drug shipments the link turns into "x3", still functions correctly just appears as 3 instead of 5
6. You can hire more than the intended 20 chemists
Thanks, will fix everything! And the "?" gig is just a... question mark? It's not supposed to do anything, yep.
I think it would be a big benefit if you could have your booster look for a specific type of vehicle. Especially now that we have vehicle collections. I didn't even think about that until now because I didn't really do much with cars in this update.
Right.
I think we just need more ways to make more money.
Its just a matter of time...
About money.
Firstly, I suggest the dirty/ clean money mechanic should be overhauled, basically all crime (Non business ) money should be Dirty, and u can convert like 4K cash by default to white in the bank. To increase this no, along with coin washers and all, include business owners type of npc, which can take ur dirty cash and give u a "salary" of say 3/4 the amt, and u dont need no gang for such contacts.
money system is a bit of a mess and could use reimagining for consistency, to keep it simple:
clean = bank, all taxed/able income, actually needed for real estate purchases and bills, and non 'self contained' business operating costs part.
nb. as manual deposits would effectively clean money they should be limited - but by amount (eg. up to 500~1k a week, as an early game pacer - being virtually only source of clean money before establishing operations). also there is no point in having withdraw mechanic, clean counter can be account balance
dirty = cash, all non-taxed income, can be used for most things and take priority when possible
It'll add a lot of hassle, no? Well, everything can be automated, of course, but idk if it's worth it. I do agree that a lot of money gains are kinda weird, and pawnshop/gigs/prostitution income etc. probably shouldn't give you clean money. It would look much better if it was streamlined and had more logic behind it, but idk, maybe i'm just too lazy to rewrite everything. Point taken though. And the longer i stall with it, the worse the problem becomes... uhhh... can’t make any promises here, honestly...
Oof. Sorry for the wall of text, i was busy over the weekend and had no time to respond on the forum. Thank you everyone for feedback, i really appreciate it.