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IIRC, in EG1 there was heat gain just from sending minions to the map. Also, stealing money/looking for intel had a "heat over time" gain too. The only way to get heat to drop was to either have minions hide (which had a time limit) or pull them off the map entirely. How it is now in EG2 is not that different from EG1.
The issue here is that the lock-down penalty is too lenient. I disagree with an earlier poster who said that it should destroy them. That would just make it frustrating and un-enjoyable. No the plenty needs to be something that encourages you to manage it. Like having to endure waves of attacks while the lock down is present or making it so that while the lockdown is present higher quality agents are sent.
I'll be honest i'm not sure how sincere you actually are with this considering you believe the best way to play the game is to not engage with any of its systems at all. Quite how you can then turn around and say they dont work when you've not even bothered with them i'm not really sure.
As it stands, the best apparent use of the Long Heat Scheme will instead provoke combat, which is redundant since you have a myriad of other ways to do exactly the same thing. Of course, maybe the intention wasn't to allow this to work that way, but in Evil Genius 1, you could send your network into hiding, which is supposed to be the same thing. This would work even with investigators present... it was the actually the biggest reason to go into hiding.
Maybe it does all this when everything has been researched and you are running enough Heat reduction equipment, but the scheme itself shouldn't require all that support to achieve it's purpose. The Research should just make it more effective at it's purpose.
I guess I was just trying to get ahead of the game with this thread, hopefully addressing something now instead of two months from now.
I keep hearing about this thing that some heat schemes don't attract the super agents, but I'm not familiar with the details and I wish the game was more open about these things!
I agree it is too lenient! And I like the idea that a lockdown would cause a sort of, scripted agent invasion of sorts. It needs SOME penalty, for sure! But then you'd be back to playing the heat micro management game with the passive heat system constantly, and I still wouldn't feel inclined to upgrade a network for more than one schemes length.
As far as I know, the lockdown itself doesn't actually do anything directly, rather it's the heat that it's locked at that would do anything at all. So say 49 heat with no lockdown could be just as bad as 50 heat with a lockdown, no real difference. Higher heat does make higher level agents appear though, yes. But it's also limited to total amount of networks and their levels in any one faction.
About difficulty! Can we assume that the custom difficulty option shows, without a doubt, every mechanic tied to difficulty? If it doesn't, like if there are other unlisted systems that are affected by difficulty but not present in the custom list... Then what difficulty do you suppose they'd use if you're using a custom difficulty?
So in EG1 heat gain was always an immediate burst, never a gradual incline. Sent a minion to the map? BAM! +30 heat! Completed a mission/scheme/act of infamy/what ever? BAM! +50 heat! There was never heat gain over time, just immediate heat relative to what you were doing, then it stopped there.
Hiding did not actually lower heat, it merely kept your minions on the map from being killed due to attrition of agents being in the area.
Heat did passively decline in EG1, but only when there was nothing present keeping it at maximum value. I.E. minions standing around. The heat would never lower beyond the max heat that minions caused by simply being present.
But due to passive heat gain across every network you have, what's really going to hurt is having to spend your entire game time on the world map taking care of it. Which, some people are already needlessly doing! But only because they haven't fully realized how the game works, and who can blame them? The game makes no effort in instructing the player on how to play.
No, the tutorial doesn't count! Actually some people have said the tutorial teaches you things counter to what you should be doing, and I tend to agree with them.
Some people say it doesn't actually trigger super agents! But I don't really know that for sure. I've heard that its actually only specific heat reduction schemes that don't trigger them, which could be a bug or just another unexplained mechanic.
https://steamcommunity.com/app/700600/discussions/0/3166568651717158229/
I made this thread later because there seemed to be a lot of confusion around what I actually did during my play time in the game...
For thirty hours from launch, I tried my hardest to engage with the games mechanics. I spent thirty hours really trying to figure out how to play! Really trying to use traps, and casinos, and distraction, and world screen management, and come up with base layouts, and consider things strategically, and tried to actually stop investigators!
I tried to play the game, for thirty hours... And maybe I just got VERY unlucky having picked all the fire prone things in a row... But it wasn't just the fire. I did have, like, 10-20 min burst of fun, between five hours of pain. By the end of it I was ready to just give up on EG2 entirely...
But I decided to give it another chance starting over as Emma. And that's when I realized, all these mechanics that felt like I was being punished for using, while gaining nothing in return? They could just be ignored... And even though my second attempt playing was, not as fun as the first, for obvious reasons I know I did avoid playing the game. I was none the less determined to finish the game before I felt I had any right to speak about it, so I did.
The game already has significant problems with things taking too long as it is, let's not make it worse.
The easy "fix" it would seem to me would be if a lockdown caused an immediate spawning of agents, ideally non-investigators. That would make lockdowns something you'd want to avoid. Still, I think that would be best paired with a reduction to the amount of time the minion scheme takes as well.
The first game had this issue as well, but the controls were more granular. The grind was worse, and you could certainly create a fail state for your base that was impossible to recover. That was no fun either. The unofficial official patch did improve EG1, though. I expect the same for this title.
There's another analogue I was thinking of: Air Force One - the plane, not the movie. Before AF1 was a jumbo jet, the President had a small console he could use to control his environment on the plane. One of the dials was a thermostat. Before that console was installed, the President would call to the cockpit to get the pilots to change the cabin temperature. Some Presidents made a big deal about it, and this annoyed the pilots who were trying to do their job. So the solution was to give the President his own temperature dial.
Only the dial was never connected to anything. If the President was hot or cold, he'd twist the knob and feel better. Even on AF1, on those old planes air conditioning was cranky and prone to not work as intended if at all. If everyone was happier with a placebo, then that saved the pilots from the very uncomfortable chore of trying to fix the air temperature while in view of the POTUS.
I'm not trying to make excuses for Rebellion, only commenting on what I see and the associations I have with how things work in my world.
The reason for this is obvious: any time spent on the world map, is making me dislike the game more. Not having to care about the most afwul design decision of the year, continuously rising heat levels, is worth a thousand valets to me.
So no sorry. Your second thread is not proof that you tried. only that you gave up.
Why in my Emma game was i able to get my casino to turn away 90% of agents? Why as Zalika was i able to create an effective trap system that protected my base to the extent that i was able to use well below minion capacity (which i did deliberately as a self imposed challenge because i wanted to rely on traps as the main defence). Yet you claim these systems are useless when you have not actually put the effort in to use them? Why in my Ivan campaign am i able to create an effective security system? if the game is so shallow why, in 3 campaigns, was i able to use very different approaches to defending my base, each of them successful.
That you then believe you have any kind of authority on the game and its systems is actually laughable. In any other community your attempt at feedback would be unacceptable.
I've played 3 campaign now, fully using these systems and yes there are issues that need addressed. But unlike you i can actually point to what those issues are (and have done so in a dedicated feedback thread) and give suggestions on how to fix them, while all you can do is whine that the systems are broken and that Rebellion needs to rework the game completely.
I don't wanna get too far off topic, and I'm sure many people are already familiar with this story. But to add one more example I'd bring up the "rest experience system" in World of Warcraft.
Originally, it was a system that punished you for playing too long, by lowering you exp gain the longer you played. Understandably, people hated it! So, Blizzard flipped it around. Instead of punishing you with diminishing experience for playing too long, it now rewarded you with bonus exp for taking a break.
People praised this new system! But the truth is, the system didn't change. Under the hood it was still the exact same system, but it was being presented differently. Perception plays a big role in how a player will feel about a game while having a real effect on their enjoyment or disdain.
It's interesting to see people come out and say this! Perhaps I misjudged what I thought many peoples perspectives on the long heat schemes were.
You made me realize something! Well, you and the talk about placebos and perceptions. I think I know partly why I dislike the long heat schemes soo much. It's because I have to cancel them when I need to run a mission in that region.
Why do I hate canceling them? Because the stat screen specifically displays a dedicated number to canceled schemes, and this number is colored red while all other numbers around it are white. I know it doesn't actually matter, but it makes me feel like the game is saying, "This is how many times you screwed up! You had to cancel this many schemes cause you failed!"
I'm not sure why this stat, of all stats, is presented the way it is in the game. It's a bit puzzling.
I think you are not only replying to the wrong thread (this one is about the time vs minions in heat reduction), but about a completely other game. None of what you said is true for Evil Genius 2.
I can sorta tolerate the quick Heat Reduction scheme completion alerting Super Agents and agitating them. It's sloppy work. The Slow Cook ones shouldn't do that though.
Again, maybe it doesn't do this with all Super Agents.. but I haven't yet seen a difference in how Super Agents interact with schemes on the world map.