Is there a need for the distinction of attack types?
(Is it hard locked into the game?)
-In my opinion, considering there is no difference in results whether you win by magic or combat, isn't it just easier to use only combat for the fight and magic for another interaction?
((or perhaps there is future plans to expand that section?))
--Traits such as Strong Magic could just add combat value and muggle could be negative combat value (as being completely unaware of magic would still be a combat disadvantage)
Technically, there is no need for anything, combat could just be done with a single % check.
Adding more details allows for more varied combat.
There is a difference in results, magic adds to damage thus increases the chance of casualties.
While in the long run this balances out, in the battle itself it does make a difference.
The traits are currently not in so exactly what they do is yet to be determined.
Also, I was always curious why there isn't an initial cost to hiring gangs?
Every game I start with:
- Lv 3 Weapons
- Approx 2~3 gangs with decent comb/toughness stat
- Set the high combat ones on Sabotage, other on Guard/training (because the first few turns is pretty much no risk)
--- This usually nets me an easy 5~10+ k within the first few turns if lucky? without any other income
I feel this could be alleviated a bit with incremental cost to hiring gangs?
-This would allow the natural struggle at the start from lack of resources and difficulty could easily be manipulated with configuration file?
(Or an addition of difficulty option in-game)
That is one of many way to play the game.
Whether you start with a a lot of girls or a lot of guys, it is up to you, the Player.
This is also why I reduced the safe time from 7 months to 3 months, to make it harder, faster.
Just a question is there ACTUAL combat simulated behind the scenes when sabotage occurs?
(Curious because you've mentioned dodging and such)
(I thought it was just a dice roll to reduce "gang members" by X until death)
It's quite cool that the combat system would be updated to be something with much more depth!
Will this involve more details involving gang fights?
-It was hard to get excited about any gang results as the only information that you saw was "gang is sabotaging" + a message when someone's eliminated.
Yes, fights do play out in the background.
Girl-gang fights do have text that you can see in the gamelog.txt.
If I ever get around to it, I could probably add the same thing for gang-gang fights.
Expanding on the turn summary will probably be added sometime in the future.
Random thought:
Maybe failure state (or even some success state) should result in lowering of brothel security? (Maybe it already does and I haven't been paying attention?)
-Also making "Brothel security" a percentage instead of a flat number? (Which I haven't quite understood how that worked)
--Very low security could also reduce happiness of everyone in brothel? (Effectively reducing efficiency of brothel making the failure state a bit more detrimental while not crippling?)
Brothel Security does have a negative effect on brothel business but not until it passes 2000.
Low security does attract more customers, for better or worse.
The numbers will probably get lowered because it seems too high for me when I play.
While brothel security does not stop all attacks, it does prevent a lot of them.
When an attack is attempted, your security level does drop some.
Brothel security drops naturally based on how many girls you have in the brothel.
For text contributions, are you needing random brothel sex results? Also would they be attached to this thread, if I was interested?
Attach your submissions to what ever post you are writing.
Include some details about what the submission is.
If your submission is too big to attach, zip it up and put it on a reputable free file sharing site,
https://mega.co.nz is a good site.