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better ending

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fg109:
I suggest a better ending.  I've only played through version 1.26 so I don't know if that's changed, but when you get rid of your last rival, all i got was a pink pop-up with the message:
"You've won the game! Hooray!"

That just seems so... lame.  Maybe instead you can show a picture of the player sitting on a throne with the crushed skulls of his enemies lying around him (if he was evil) or a crowd cheering the player as he is being carried through the streets in a parade (if he was good) along with a longer narrative, about defeating all rivals and becoming leader of the criminal elements in Crossgate; next stop, the world!

Well, I'm not that creative so my suggestions are probably just as bad.  But I'm sure someone must be able to come up with something longer than a couple of words.


Other than the ending, there needs to be a screen or something showing how much of the city you currently control and how your rivals are doing.  It's so frustrating wondering if the sabotage missions were actually doing anything.  Not to mention practically every time I defeated a rival the game crashed, which also made winning a lot harder.

Another minor annoyance I have is that even though girls think you're their true love, you still get the same options.  Can't consensual sex be possible?

I'm not sure about others, but I'd like the player to be able to take a more active role.  What if you could have a player join the gangs on their missions, giving them an extra 10% chance of success?  The cost could be that you couldn't talk to any girls the next turn, because you're too tired and worn out.

Bloodly:
We can work on the ending once the wretched thing can go 5 minutes using the major functions without crashing out.

True.  Something showng how many businesses you've got would be wise-currently, they only show up at the next day prompt.

USE the Summary screen, please; if you're Sabotaging, you'll be told whether you succeeded or failed.  The gang pane's there for precisely this.

An interesting thing; 'rape' against a target that's 'into you' has no effect on rebelliousness.  Can't affect the willing?

fg109:
About the sabotage thing, I know I can see whether they succeeded or not through the turn summary.  What I mean is that I didn't know if sabotage was even doing anything against the rivals.  I wasn't sure if I am supposed to beat them through sabotage (damaging their territory and sometimes burning their brothels) or through acquiring territory (fighting and stealing their territory).  It would have been a lot easier if there was info showing how your rivals were doing so I could tell just what I was supposed to do.  Although this could be addressed with a more comprehensive manual as well.

Also, using "rape" on someone who's in love with you does lower rebelliousness, just not a lot.  It takes 3-4 times to lower it by 1 point.  I know because I kept trying to get Cecilia pregnant to breed up some Tough + Quick Learners...

trex:
I really hope a Player born trait will be attached to your daughters soon, at least you can avoid it if your memory fails you.

Yeah, a little box showing rival's terrritory, amount of brothels, girls?, and men would add a bit of depth to the gang side, you could even make a gang go out every now and again to 'scout' or 'gather info on rival' to update the screen if you feel that just automatically knowing is odd.

necno:
All of this is already planned. But as stated by bloody bug fixing and certain major feature additions have taken priority. The feature additions because they will change the way the game is played dramatically.

as for daughters getting pregnant well i will be adding the traits because i plan to add this feature:
if daughters get pregnant from customers there is a slight chance a freak is born (slept with relative). Always happens with players kids if preg from player (won't track after nice/nephew level).

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