After some testing I find suspicion gain to be a little high. Even after I changed it so that dreams last forever if broken, max leadership isn't sufficient to counter the suspicion gain with all auras and crosswires active. Slightly reducing the suspicion gain would be best I think.
I'm guessing you mean the daily gain, as the triggered gain only occurs when you bother someone (auras don't run through crosswire). I could degrade the flat 5 to a die roll also. But I'm not sure that having to turn a crosswire off every once in awhile isn't a reasonable balance.
a lesser sort of scaling for Insanity Aura would be nice to see you add.
I won't be changing this. While some sort of scale to stats might be more consistent with the rest of the game, I think the flat values were chosen due to the randomness of the effect. Providing [1,2] x Social would be too weak for someone to care about activating it toward the beginning of the game ("Oh, +1 Favor? That's ...nice."). Providing [2,4] x Social would be too strong of an advantage once the player has built up their stats ("Eat my passive +20 Fear, bitch!"). There are other ways the formula could be rewritten to solve both problems and scale the stats, but I'm not interested in completely rewriting Baal's game.
(Aside, the primary point of Radioactive is to enhance the game, not provide cheats. I am unlikely to add anything that straight gives significant advantage.)
Maybe even do away with the weird threshold altogether, simply consuming fear and gaining energy in a 1:1 ratio at all times.
There is no threshold. It is always 2:1. (The code is weird, but the effect is always the same.)
crosswire_anger still grants anger directly
Lorewise, I suspect the idea here is that the crosswire only defuses
most of the anger. If the emotion is strong enough, some still gets through. Gamewise, it is probably so the player doesn't get away with something severe without a penalty. Same with crosswire_fear granting suspicion. (Anger and Suspicion are the only real penalty stats. Fear to a much lesser extent.)
As an aside, wtf is up with vanilla crosswire_fear thresholds? It checks for 5, 2, 1 then 0 fear. Fear goes from 0 to 100, it is almost never going to trigger anything but the >5 condition.
Induced fear, not character's fear. (Same with crosswire_anger as well. Induced anger.)
crosswire_fear is only called from negative interactions and Allie's mischief. Even with maxed out stats, Brag (for example) will only ever induce 2 Fear.
does suspicion even do anything?
It has a threshold of 85 and each day will add a demerit (if not suppressing Justice).
What are your motives for these changes in particular? Are you trying to get certain scenes with only just one/two power(s)?
He seems to be wanting to trigger all the Nympho and Obsessive scenes by driving them crazy (presumably for flavor reasons).
If so wouldn't it be much easier now to use the new "suppress flaw" function of RA?
No. While you might be able to gain some other small benefits, this primarily exists to see pre-flaw variants of scenes after acquiring related powers.
the goal still should be to counter great power with great risk.
We're on the same wavelength. What I like about this game is that it is a
game. I may round off a sharp corner here or there, but I'm not interested in changing its nature. That is why Multi-Psychosism and Flaw Suppression both have balancing aspects. Core Suppression does not because it is mostly a convenience change (eg: don't have to wait two weeks while Sis loses all her inhibition to start romancing her.)
Love/Trust/Lust Overload are still to much of a gamble to get deep seated mental illness.
Trust doesn't do anything. Love and Lust have a chance to induce temporary flavored insanity in the base game. Based on Inhibition, 10-50% chance. Radioactive only changes that should this happen while already "flavored", it becomes permanent. As this is already an advantage over the base game (in which it is only marginally possible to make someone permanently insane at the risk of undoing this on another character), the chance it won't work is the balance.
Reverting back from deep seated to temporary is even harder if not impossible.
Ah, that would be because it is. Looking at my code a lot more closely, it doesn't toggle permanency off again as I've said in the past. I will fix this in the next patch. In the meantime, hitting them with the other flavor (of Love or Lust) will toggle it off when you successfully drive them temporarily insane.
Also I'd like to know if there's some way to make the girls loose corruption in a small value/use instead value/time?
Not at present. Corruption seems to represent sexual deviancy. Short of creating a Chaplain job, I'm not sure there is a lot of anti-corruption actions that could be introduced into the game.
Also,
lose = not win/gain,
loose = free/unbind. (Pet peeve.)