- Apr 22, 2019
- 2,175
- 1,906
Yes. Check my walkthrough if you are curious about steps and/or what it is.has anyone unlocked Larson's Fetish yet?
Yes. Check my walkthrough if you are curious about steps and/or what it is.has anyone unlocked Larson's Fetish yet?
The OP has a chart at the bottom showing the more popular mods, compatibility, and what they address.which mods should i install? there are any incompatibilities between mods?
A couple of critiques of game play.
Money needs a sink of later game play
Players are strongly incented to build up a strong cash flow to acquire powers. Once those powers are acquired, there is nowhere to spend the money. Either introduce something that provides player convenience and consumes 100s of dollars every week or provide a later game disincentive to maintaining the cash flow.
I see a start in this area with the monthly rent and the future possibility of spot-checks on people around Billy looking for signs of mental domination. Those alone won't be enough. My last game,I removed all mindcraft effects save Family Matters and 2 subtle personality shifts and still cleared over $500 each week just from security work. Perhaps later Ops jobs should actually cost money or Billy needs to buy insurance to cover accidental injury/ property destruction? Whatever it becomes, it needs to hit the later game much harder than the early game. Cash and influence acquisition are extremely well balanced until powers are fully acquired. Influence still has a very large sink in stat improvement and further Discipline shots.
Random mission assignment in the superhero club
This is the only subsystem causing me to consider using a mod.
The random mission assignment is a bit of a problem now that specific mission completion is acting as a gateway to story development. I typically complete the club in January and attend all meetings. I do not get to the Pixie story until late June / early July in most playthroughs. Since there is at most a single chance each week, a lot of different mission types (nothing, video games, simple missions, complex missions) and multiple repeatable missions, the mean time to complete and even worse, the bottom quartile time to complete is getting quite long. Since adding new missions provides simple repeatable content, it is likely to get worse.
This is a tough area to address as I expect the current code is a simple table selection sometime in the week. There are a variety of strategies to control poor RNG results so no user ends up heavily screwed over, but they tend to be a pain to get right and maintain as a system grows.
cheersYes. Check my walkthrough if you are curious about steps and/or what it is.
One of the strangest things I've heard. Perhaps the game missed the masochist tag.Cash and influence acquisition are extremely well balanced until powers are fully acquired.
Many resource / allocation games suffer from having poor balance between the currencies. One acts as a bottleneck and if you solve that, the game becomes a cakewalk. Here, the bottleneck shifts back and forth between cash, Initiative influence, and Global Influence. Although one can optimize collection, it is extremely difficult to break the collection portion of the game.One of the strangest things I've heard. Perhaps the game missed the masochist tag.
yesBaal7734
Are the $5 tiers on SubscribeStar and Patreon equivalent?
Point one. Brilliance will be a large money sink, late game. Building gadgets and whatnot will cost duckets.A couple of critiques of game play.
Money needs a sink of later game play
Players are strongly incented to build up a strong cash flow to acquire powers. Once those powers are acquired, there is nowhere to spend the money. Either introduce something that provides player convenience and consumes 100s of dollars every week or provide a later game disincentive to maintaining the cash flow.
I see a start in this area with the monthly rent and the future possibility of spot-checks on people around Billy looking for signs of mental domination. Those alone won't be enough. My last game,I removed all mindcraft effects save Family Matters and 2 subtle personality shifts and still cleared over $500 each week just from security work. Perhaps later Ops jobs should actually cost money or Billy needs to buy insurance to cover accidental injury/ property destruction? Whatever it becomes, it needs to hit the later game much harder than the early game. Cash and influence acquisition are extremely well balanced until powers are fully acquired. Influence still has a very large sink in stat improvement and further Discipline shots.
Random mission assignment in the superhero club
This is the only subsystem causing me to consider using a mod.
The random mission assignment is a bit of a problem now that specific mission completion is acting as a gateway to story development. I typically complete the club in January and attend all meetings. I do not get to the Pixie story until late June / early July in most playthroughs. Since there is at most a single chance each week, a lot of different mission types (nothing, video games, simple missions, complex missions) and multiple repeatable missions, the mean time to complete and even worse, the bottom quartile time to complete is getting quite long. Since adding new missions provides simple repeatable content, it is likely to get worse.
This is a tough area to address as I expect the current code is a simple table selection sometime in the week. There are a variety of strategies to control poor RNG results so no user ends up heavily screwed over, but they tend to be a pain to get right and maintain as a system grows.
I'm glad to see my concerns have already been considered!Point one. Brilliance will be a large money sink, late game. Building gadgets and whatnot will cost duckets.
Point two. There are three types of missions: Short, Medium, and Long.
Short missions are random, but also have no dependency.
Medium missions are random in order, but cannot repeat, until you've done them all.
There's only one Long mission and it's dependent on if you've done all the medium missions.
Each mission type has a lockout timer, meaning if you do a short mission, you can't get any other short missions, until the timer is up, so when that happens, the game picks a medium mission. Short Mission timers are 3 weeks long I think, while medium missions are something like 5 weeks. Which means there are a couple of times when there's no missions available, and you can take the boys over to your house to play videogames, or hide the pickle with Maggie.
So while every playthrough will be different in terms of what missions you get in what order, it is not random in how many missions you'll do before the Long (Current story mission) triggers. The only potential random event that isn't garunteed is whether or not Tamara ends up with a recording of you and Larson. But that's not vital to the Story, it's just adds flavor to whatever path you and Tamara go down.
"They liked that....favor dropped by 6" Fucks up with that???
Yes, you have to choose the "small favors" option (if I remember correctly) and tell her to put on a special dress, that you should have already bought. This will then allow her fetish interactions to occur.Hey everyone I already unlocked Sandra's fetish but whenever I have sex with her no fetish option comes out, does her fetish trigger differently like Chelsea's?