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Author Topic: Feature suggestion: Mission Time Limit  (Read 1378 times)

Slitherrr

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Feature suggestion: Mission Time Limit
« on: August 07, 2008, 01:01:44 pm »

That's basically it.  Give missions a time limit, every step or action takes from that limit, and when it expires, something happens (the Gentleman's Club kicks you out, or the Chemical Plant wonders why one of its workers is staying past its shift).
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EuchreJack

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Re: Feature suggestion: Mission Time Limit
« Reply #1 on: August 07, 2008, 09:22:56 pm »

There's already something like that in missions, in that once you commit your first Liberal act in a Conservative location, it seems that simply staying in the location will eventually lead to an alarm.  Some Conservative sites (such as the Labs) will eventually trigger an alarm by simply waiting in the lobby.  Other locations require breaking and entering to just enter the location, such as the Factories.

Jonathan S. Fox

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Re: Feature suggestion: Mission Time Limit
« Reply #2 on: August 08, 2008, 04:03:14 am »

Right now, there's no timer if you don't do anything bad. But any on-site crime starts a timer ticking down, based on steps and other actions. More crimes or attracting funny looks will increase the speed the timer decrements. Once it hits zero, you get the "conservatives suspicious" status at the top of the screen, and one failed disguise roll and the alarm goes off. If you keep making your disguise rolls every time, you can stay here forever without consequence, but you have zero room for error: one failed roll and the alarm goes off and violence breaks out.

After the alarm goes off there's another timer, this one counting up, counting the number of turns the alarm has been on. As it increases, the number of pursuers who will chase you when you leave the building increases, and eventually, if you wait around long enough, you'll hit the "Massive Conservative Response" and the building will be stormed by the police or some other unit. Which people respond depends on the location: the public park gets swamped by cops, AM Radio gets rushed by hordes of angry rednecks, Corporate HQ calls in private mercenaries, the Police Station brings out their big guns and deploys SWAT teams, etc.. Some locations attract particularly fast massive responses, most notably the Police Station, Prison, and Courthouse. You can stay as long as you want past the massive response, and there aren't any more events besides yet more enemies showing up, but the lethality of combat increases dramatically at this point and it's usually best to get out fast.
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Slitherrr

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Re: Feature suggestion: Mission Time Limit
« Reply #3 on: August 09, 2008, 11:41:12 pm »

This suggestion is more about things you can do before the conservatives think something fishy is up, e.g., spam 'S' to get disguise to cap before strolling out.
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Jonathan S. Fox

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Re: Feature suggestion: Mission Time Limit
« Reply #4 on: August 10, 2008, 12:08:32 am »

Well, theoretically that's been fixed so that you only get disguise experience if you have a chance to fail your disguise roll, which means you can sit there and practice your disguise skill, but you can't sit there in a safe area doing it forever or it'll never increase. If that's not working properly, I can look at it again. One thing I could do to really fix it for good would be to give you experience only when they give you funny looks... ;D
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Gantolandon

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Re: Feature suggestion: Mission Time Limit
« Reply #5 on: August 10, 2008, 12:57:37 pm »

Current situation seems fine, with notable exception of AM Radio and Cable News Station. Hicks are seriously underpowered and you need only a car to be perfectly safe. As they have no ranged weapon, you have a free target practice.
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E. Albright

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Re: Feature suggestion: Mission Time Limit
« Reply #6 on: August 10, 2008, 06:42:01 pm »

Yeeeeeah... speaking as someone who grew up in the rural Midwest, the idea of hicks and yokels without firearms seems all kinds of wrong...
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Jonathan S. Fox

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Re: Feature suggestion: Mission Time Limit
« Reply #7 on: August 10, 2008, 06:57:27 pm »

I'll be giving them shotguns at least.
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