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While you're at it, and not to flood this with bug topics, I think zombies are bugged in electability too, cuz I get a lot of voters during every zombie disaster with any normal character, and negative votes with one that actually has zombism
My primary issue with zombie disasters and elections is that the player's electability increases with every zombie killed, even when the player has zero involvement. You shouldn't become more electable just because a zombie was hit by a mine cart, lynched by a local mob, or killed by random cops. Heck, a zombie being killed by a cop should not only not benefit you, it should arguably increase voters' faith in the mayor.
As for characters with zombism, they should presumably get blamed for zombie disasters and outbreaks, regardless of whether or not they caused them. As for zombie voters (that would presumably support you), I cannot remember, but is voting open to the undead?
Thinking about it, that isn't really true. The numbers implies that, without you directly triggering people to either vote for or against you, the majority of residents do not vote at all.
You start at a disadvantage on every floor, but that disadvantage is very small when weighed against the floor population. It also doesn't scale proportional to floor population. The mayor starting with a 5 point lead isn't much of an advantage when there are 40 characters, much less 80+ characters. Which implies that most of the residents do not vote at all until the player intervenes in their life.
(The alternative would be that, without player intervention, while there might be many voters they end up almost evenly splitting for and against the mayor. But that doesn't fit with how your direct intervention changes the numbers. With such a model, your direct intervention on a case by case basis would either have no effect(you "won" someone that was already voting against the mayor or "lost" someone that was already voting for the mayor) or would have double the effect (you won a mayor supporter or turned a mayor opposer against you.)
As much as this bloody thing annoys/saddens me, there's a good reason for this: there's a way to make a custom character be considered 'legit' and have all the traits needed to take over an entire floor. So, if starting friendliness/loyalty/etc. affected electability, that'd make the run ridiculously hilarious for that custom character.
Though, I think that we should be allowed to do that for fun. <_>
Being elected isn't particularly important anyway. It eliminates a simple task, taking the hat from the mayor, that otherwise takes maybe 30 seconds. The +100 XP boost you get from each Floor that you manage to win to your side is a greater reward than that.
To be honest - the biggest reward is the fact you were able to convince ppl to vote for you - so satisfaction (and achievement on steam). Because lets be honest - most SoR players go full ♥♥♥♥♥♥ = kill everyone, rob everything - full destruction and f**k everyone. If you go for election you can't be like that. I mean i did this achievement with assasin, so I was killing ppl, but only guilty ones and I avoided to anger innocents.
I mean that I don't necessarily see someone being able to create a "legal" custom character that can fix elections to be a balance concern, because winning the election honestly doesn't make the game easier.
You'd effectively have a handful which require some challenge (eliminate the foes) but otherwise just a casual walk through the stages then you win the game
Another issue is that the bar tender making drinks is a hinderence starting off early game with out being accessing consumables that grant statuses.