Security room: can house up to 6 armed goons.Repair shop: allows to fix broken cars, and increase their reliability.Garage: can hold up to 2 cars or trucks.Front business: legal cover for safe house.Then player may choose a room to be used as: To change that, I would create modular safe houses with layout depending on number of rooms: Considering that player will spend most of his time outside of the Safe House, and will rarely appoint gangsters to it, in order to maintain A-team's firepower, Safe House is generally useless. It has only one layout of the central room for player's Boss and 3 variations for opposing Bosses. However, apart from those functions, its just another racket with production capabilities, deflection, and so on. Safe houses in Empire of Sin, generally follow the same pattern, the allows you to control the neighborhood if there is no opponent's safe houses present, magically heal faster if character is in the building, and meet opponent's for a sit-down and occasional deal. In a way its player's Castle and Seat of Power. It allows player additional level of strategy, distracts from monotony of constant combat, and allows for additional activities and money spending, like research or diplomacy. It may have a garage and individual armoury (if we ever going to modify our goons to same extent as named gangsters).īase building is an essential part of many games. It should remain hidden, and have limitation to a number of crew it can accommodate. Safe houses, as result should become the place where our Security goons are housed, trained and moved from protect our assets. I totally understand, that in current build it can accessed from anywhere, but that is because safe houses have no real value or interest for the player, and most of gameplay revolves around breaking into every door player can find on the map and then killing everyone player finds behind said door. Only this way, player should get an access to the global screen and overall information. In order to react, player must see the big picture, meaning that player's Boss must be inside of the safe house. Perhaps even several? Squad size and composition is limited by the transport capacity of the cars player owns. We can decide which squad, from which safe house should come to a call. ![]() ![]() Player can react in two ways, send a A-Team of named gangsters, which will trigger the player controlled combat, or send reserve squad of trained goons that will trigger auto-resolved combat. For example, game is generating a mission, that our racket is under attack, send help. This would allow for garage and cars used in same way as dropship and squads in XCOM. So, it would be much cheaper to have a smaller team that would be called in, if there would be a major problem, like a rival gang trying to demand tribute from our racket. Second, it would rise a serious question from the authorities, why would anyone have more armed men on their payroll, than the US National Guard? In addition, any reasonable business, would not have 2 or 5 guards attached to every door they own.įirst of all its very expensive. By mid-game you and opponent's will have so may goons that just walking on the street may trigger an all out war if we turned the wrong corner. However what this system creates is a situations where more than 50% of your defensive fights are made with those hired faceless goons, who do not have much potential to stop your or opponent's A-team, and in goon vs goon combat you will want to press the auto-resolve button out of sheer boredom. It removes the need for a micro-management of each individual racket. Great solution, I'd say, for a game where player can control more than a hundred buildings scattered all over the city. ![]() Player does not have to worry about equipment, training or payment, since that is taken care of automatically for him. Although, it's not a requirement, but majority of the games that successfully followed XCOM formula, and several gangster strategy games have used it as indicator of players progression of in both power, sophistication of operations, safety and security of your chosen crew.Įmpire of Sin went with very hands off approach to security: meaning each individual building has a security level that indicates number, relative strength and skill of guards around the building. Like why there is some of essential for strategy genre mechanics were not implemented? The main and most important is modular HQ building and modification. ![]() The deeper I sink my teeth and time into Empire of Sin, the more questions it brings out.
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