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1. Investigators and Heat
If the only source of Heat are Investigators and your own schemes, investigators should have a wider range of abilities and behaviour to insure they regularly increase Heat, and their main threat should be the Heat they could generate.
1a. Make investigators flee instead of fight
Investigators are there solely to find evidence of your criminal enterprise. It doesn't make sense for them to engage with hostiles, let alone initiate the conflict. It would make more sense if their response to combat/hostility is to generate Suspicion and attempt to flee the island.
Bonus points if the suspicion they generate is based on the type of hostility they encountered, with high-end Muscle minions generating the most.
1b. Provide incentive for capturing Investigators
Make capturing and brainwashing investigators remove all suspicion. Ideally make it remove some Heat aswell. Capturing investigators should be harder when they try to flee instead of fight, rewarding players for capturing them succesfully.
1c. Investigators should have better disguises
Investigators should be harder to detect and more resistant to traps when disguised. This way the focus of your based isn't exclusively on your base entrance and Investigators are more likely to actually find something suspicious.
And some of my own points to add to your list:
A. I want to see more saboteurs and rogues, the only ones I've seen so far are from super-agent encounters. I want a reason to secure my generator rooms and vaults.
B. Soldier agents should never fire on Deception minions, and should only attack Worker minions.
It's incredibly frustrating to have to watch 30-40 Valets and Socialites being slaughtered everytime they arive in my Casino just because they walked on a Cafeteria tile . Initially I wanted to suggest not making Soldiers "trigger" on Cafeteria, Staff Room, and Bedroom tiles, but I think that would just be abused, so I'm suggesting this instead.
-Yeah, some suspicious attention, okay, we'll send investigators!
@@@
More time latter
@@@
-Hmmm, they didn’t come back, well, probably everything is ok. Let's send another group.
@@@
-Hmm, again! Well it's okay.
The game is this logic : IF Total Heat Faction >= 1 THAN Send wave of 5 of Level 1 investigator. It mean : the moment you build a criminal network in any faction area, the game will send investigators every X minutes until the network is destroy. Using the heat reducer scheme is useless in those condition.
It should be : IF Total Heat Faction => 50 AND Total Heat Faction <= 100 THAN Send wave of 5 Level 1 investigator. It mean : no investigator will visit your lair as long the criminal network heat is no lock dowm ( pass or equal 50 ) than you can use a heat reducer to keep it under 50. The heat reducer will have a purpose in this case.
Than is no source code and if and then is rarely used because it lock down the source code to a single task.
Low level investigator sneaks in, sees a couple of body bags, then goes back to their bosses to tell them about how they saw a dead body - which only gives a bit of heat because you can explain that away as an industrial accident on an island and you just haven't had chance to send the bodies home to their families yet.
Higher levels sneak in, trying to find more precise and extreme proof of your wrongdoing so their bosses can go from "Man, the owner of that casino island is real sketchy, y'know." to "Oh my god, they have a prison in the back where they're tickling people to death!" and thus you get a higher heat because they're confirming without doubt you're doing bad things.
Investigators are there solely to find evidence of your criminal enterprise. It doesn't make sense for them to engage with hostiles, let alone initiate the conflict. It would make more sense if their response to combat/hostility is to generate Suspicion and attempt to flee the island.
I strongly disagreed, especially I am capturing Agent. I really like they fight back and join the fight. I really need to be careful when to engage a fight.
1b. Provide incentive for capturing Investigators
I strongly agreed. Farming Intel is too slow especially I am doing side mission. 4 intel is not enough, also brainwashing a higher tier agent doesn't gave you a better minion but an RNG one. Like capturing a lvl 9 investigator then brainwash it, it will still gave me a disposable perk minion. Also Intel gained should be based on Agent lvl like Excellent agent gave a flat rate of 20 intel because they are harder to capture.
A. I want to see more saboteurs and rogues, the only ones I've seen so far are from super-agent encounters. I want a reason to secure my generator rooms and vaults.
Saboteur will shown up in Patriot Region, Patriot send Saboteur than soldier. If you see Patriot sending soldier it is usually Saboteur. I never saw any region sending Rogue as you stated.
W/ Patriot I strongly believe this region is the easiest Region to manage if you are playing Island 3. Also sending an Invitation to Agent X while in Island 3, Agent X will usually go to your casino first. You can distract Agent X while in casino making him more susceptible to a traps.
B. Soldier agents should never fire on Deception minions, and should only attack Worker minions.
I strongly disagreed, It will make the game easy. Just use Red Alert button, don't put any barracks near your Casino. Mess room, Archive and Staff room are fine. Your non-combat minion will hide at your barracks when you use Red Alert.
W/ the Game that needs more improvement
Henchman Ai, what is the point of Henchman AI? Henchman Ai doesn't replenish their stats automatically except when they got defeated. Henchman cannot hold their position when being told. Henchman patrolling the lair is RNG. Henchman should stick on their theme when patrolling my lair. I need to cheese my lair by building an Inner Sanctum to make my henchman guard that zone especially the vault area.
Why not Eli works in the Casino instead I see him go to my Power Generator? Also Jubei why not he is training my muscle minion his story is about having more disciple? It will be nice Jubei can buff my martial arts minions.
Brain Wash is another poorly implemented mechanic in the game. Seriously brainwashing minion you can change their gender. Also it takes 3 or 4 times to work for minion deserter. Minion that are in prison should gain morale than smart.
Actually, Suspicion does not affect Heat at all. I assumed that it did, too, but I've tested it extensively, and the two are completely unrelated. As far as I can tell, the only thing that Suspicion can possibly do is decrease the time before the next Investigator wave. Although it seems to run clearly counter to the intended design, the best option for the player is to completely ignore all Investigators (no traps, no distractions, no killzones) as Suspicion has no impactful negative consequences.
I think a lot of people agree that the distract zone/tag should NEVER have an investigator engage in combat for being asked to leave an area. I agree too but, the distract system would be waaay over powered like that if there wasn't a hard counter to it.
I think disguises should be this counter. As they stand right now, they're barely worth the effort putting on for low level investigators. As a consequence, the entire spotting system and traps that get rid of disguises feels like an under utilized system.
(And yes, higher level agents are a bit better about this but the way the game is now, you have little incentive to attract higher level agents to the base.)
I think disguises should be infinite in the amount of time they last, with the minions ability to see through them scaling based on agent quality, as it currently is. This would be how agents would ideally get past a distract zone to find evidence.
Naturally, if an agent is caught in a distract zone, their disguise foiled or seen through, then they would be escorted out just fine. And if an agent never starts a fight due to this? It creates this situation where the player could be escorting out an agent who has already seen something! And I think an agent escorted out after gathering some threshold of suspicion should simply leave with their findings.
This adds an interesting element of strategically using and placing these zones. An element that you THINK should be there right now, but I feel is currently lacking. Like, you would set up a distract zone maybe closer to the base entrance, then a capture/kill zone much further into the base if agents are caught in high profile areas where they might have seen something already.
Spotting power on cameras, the entire camera security system, and Emma's ability to make minions better at spotting would all be a stronger part of the game as a result. In hindsight this feels like how the game was intended to work, but a monkey wrench in the gears made all these ideas fall apart.
BUT! These zones being locked away behind really far off research is a bit of a hindrance to this idea. However, it doesn't have to be if the tag system isn't as awful to use. Time for a really unpopular opinion! I think IRIS should alert you when an agent has been spotted through a disguise! I know how people feel about IRIS! But I'm certain she can be used for good (greater evil)!
As long as we had some way of knowing that a disguised agent was found out, we would be able to pause the game to look for them and tag them with ease.
Wait, really?! Man, if that's true this system is more broken than I had thought...
Also, not that we really need it, but this is another fine example of how the game utterly fails in conveying anything to the player.
I think investigators should gain suspicion if they're attacked (maybe even gain full suspicion?), with the caveat that the game does NOT make the investigator the instigator of any fight! (Looking at you distract system.)
And then, after combat is resolved, I.E. your minions are inevitably killed, they should want to high tail it out of there!
This would create a dynamic where attacking investigators and failing to capture/kill them will make them attempt to escape the island with suspicion, so you'd have to be careful about when and how you chose to engage them.
Imagine, if an investigator was attacked at your lairs front door, in the casino. In my experience that is the least likely place you will have an effective security presence, and gives the agent a free pass to flee with reports of assault against them. So you would ideally want to wait for an agent to get deeper in your base before you decide to apprehend them, or prepare your entrance and casino area to handle this scenario.
Though I don't think agents should ignore fights, even when trying to escape.
I don't wanna step on the toes of people who legit use brain washing to replenish the work force, but I think its entire mechanic could be changed. Instead of turning an agent into a minion, it could remove all suspicion, make the agent oblivious to further suspicious acts, and set them to leave the island to report the all clear.
This would pair well with another change, where any number of agents who failed to report back after the last agent of a wave dies/leaves will contribute to a small heat gain for their faction. This would create an incentive to try and get the agents to leave alive with no suspicion.
Kind of on the side here, I haven't really thought this one through but I think the entire intel resource is dumb. It doesn't feel like it adds anything to the game except to be another arbitrary progression wall you have to grind out.
But... It does give you a reason to interrogate agents, which is good? I guess? I think there should be a reason to engage with the interrogation mechanic, but perhaps we could think of something else other than an intel system. Or think of ways to make it less of a drag.
Maybe instead of being used for schemes and story progression, intel is an entirely optional resource that gives you access to some cool features or abilities? Optional abilities, of course. Trying to think of ideas off the top of my head here...
Like, what about a free heat eraser option that takes intel to activate, and that's it? And it could be accessed through an object in a room, like a control room object.
I love the idea of henchmen being able to fulfill some smaller roles relative to their theming! It doesn't even have to be an elaborate thing, and not every henchman needs to do it, but it would add some nice flair to the game.
Also I agree that the henchmen replenishment system is a joke! Having to select them and tell them to go to the desk every time their stats are really low, but not low enough for them to go on their own, is super annoying! When they do go to the desk on their own, you have to manually order them to get off of it later so they go back to patrolling.
It feels like a dumb system that was designed to give some justification as to why henchmen can sit at the desk. But I think just them being able to sit at the desk for no reason is cool enough a feature of its own! Henchmen really should just auto recover where ever they're standing kinda like...
Man, I've really been trying to avoid saying this line, but...
Kinda like EG1...
2)Maybe decrease the wages of minions but also give an actual consequence for not being able to pay them? Cause seriously, if there is one, it's unnoticable.
3)Please for the love of god let me disengage henchmen/ the genius and send them to the inner sanctum without them running back into combat. Also just buff the henchmen in general.
3a) Please make splash attacks less of a liability. Incendio has destroyed more of my own stuff than he has downed agents.
4) Better trap management. I like the traps, but I don't like how the giant fan for example fires as soon as the agent walks into it's range. Maybe we should be able to tell a trap to only trigger after another one in it's deployment range triggered? I'm not saying you HAVE to go full EG1.
4a) Also rebalance the traps.
4b) Y'know what, I'm gonna say it, maybe have deserting minions not trigger the traps unless their smarts are very low? Like seriously, they're leaving the lair, whatever, but they also kill like 10 minions on the way out triggering traps they by rights should know where they are.
4c) Maybe this is just me, but I'd think it's hilarious if you could use a trap to throw it's victim down a flight of stairs.
5)I think we've all said it, but I feel like a good middle ground would be if an investigator no longer gets to gain suspicion off of body bags if they started/joined a fight there. Atleast that way there'd still be a reason to try and get them out semi-peacefully.
6) Brainwashing is awful. It's basically a last ditch effort to replenish your workers. I feel like it's not that bad to not get top of the line minions from it, but here's an idea: let us keep the intelligence gains. Or maybe have a toggle between "gain intelligence and agent leaves" or "agent becomes a minion".
7) I'm honestly not that bothered by super agents decimating your minions. What I /am/ bothered by is Mr X and Symmetry just being able to spawn an entire squad into your base. Just no.
7a) While I don't mind my minions being decimated, I do have a problem with spending an entire hour trying to get the body bags while my minions constantly desert cause of the body bags.
8) Iris. NEEDS. A cooldown. On her inane prattle.
9) I'm honestly not that fussed about not knowing what exactly you're looting, what I am fussed about is the relative uselessness of the loot. Also I would like to know what the loot /does/. I still have no clue how to use Pandora's box. Also cupid's arrow does 15 health damage to a single target. Not. Worth. The Effort.
10) Crime lord missions making your life harder is fine. Them softlocking your run is not. Did nobody playtest this game?
11) Please for the love of god rework the superweapons. Here's an idea: A superweapon knocks out a super agent for a short while so you can actually run a plot scheme there without waiting for the tardy jerks to move.
12) Please rework the research tree. Being completely locked out of tier 3 isn't fun gameplay, it's just annoying. Especially since you are increadibly limited until you unlock some things.
12a) failing that, please give us better tools at the start. Upgrade worker stats to 75(even if it is just in one that they're specialised in), make the basic generator less awful, lower the dig tiers of everything by one so we can actually do some fun stuff.
I have more, but those are the most stringent.
Hahaha wait, really?? Is Incendio the next Red Ivan? I never got him before so I didn't know this! Wow! I wouldn't have guessed just by looking at him either.
It would be funny if this was already in the game, just waiting for someone to try it! I don't think it would add much to the game if it isn't already here but, it would be good for a laugh.
Yeah, if a super agent HAS to teleport inside your base to be of any threat? Then that's a sign something is wrong with the design of your game. The issues that necessitated this should have been looked at rather than bandaged over with teleportation.
IRIS needs a dedicated off button! Sometimes I want to be able to listen to the narrative of the cutscenes without having to constantly turn voice volume up and down just to shut IRIS up.
This is a neat idea! Worth mulling over and discussing for sure. I was given the impression from the previews and marketing leading up to launch that the doomsday weapons would have an effect on a region. I'd like to see this come to fruition in some way.
No, removing heat from one criminal network isn't good enough.
The research has issues certainly, but I don't have any ideas right now on how to improve it. Will come back to this one later after I've given it more thought...
100% agreed with this.
This is their way of forcing agents level up over time.
Agents have to teleport sometimes because thanks to the multi level nature of the game, there is NOTHING stopping you from just spamming traps and using stairs in a "tangled ball" way to stop all agents coming in. This was an issue with EG1 as well and has no fix beyond teleporting which EG1 also did with John Steele who also had the ability to permanently unlock all your doors.